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#1 - 2016/04/22 12:00:00 AM
Please use this thread to ask questions related to how things work, mechanically (ie, for your theorycrafting projects). We sometimes leave out information that would be important to your modeling, in order to keep things understandable. We'd be happy to clarify any such things, here. Post your questions and we'll do our best to find answers.

Example of the sort of question : What's the proc rate for Agony granting Soul Shards?

This thread is NOT for feedback, discussion of 'why' something is the way it is, what a better mechanic would be, etc. Those topics are great to discuss, and we want to read that feedback, but please post it in different threads. We'll be aggressively pruning this thread as needed to keep it on topic.

Thanks!

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#9 - 2016/04/22 12:12:00 AM
04/21/2016 05:07 PMPosted by Frostedmages
How do Arcane Missile proc rate buffs work with Arcane Blast? Is it just a base proc rate that is now doubled by Arcane Blast?

Basically, is it (base+modifiers) * 2 or is it (base*2) + modifiers. Modifiers here being things like Ethereal Sensitivity, the T19 set bonus, and Words of Power?


The *2 multiplier is at the end. So it's (Base + Modifiers) * 2.

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#15 - 2016/04/22 12:15:00 AM
04/21/2016 05:07 PMPosted by Lyuben
The tooltip on Rage of the Sleeper is a bit weird. Something about absorbing %1000000 damage and no inclination of duration.

What does this spell actually do? Some people report issues that it doesn't relfect.


We're still in the process of revising this ability, and I think today's build got made while we were in the middle of some changes to it. We're changing it to 33% damage reduction, plus dealing some Physical damage to the attacker that's based on an AP coefficient. What exactly that coefficient is... is currently undecided. Stay tuned.

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#22 - 2016/04/22 12:27:00 AM
04/21/2016 05:08 PMPosted by Arrent
Is Echo of the Highlord intended to deal only auto-attack level damage?


Tuning hasn't happened yet, but it is intended that Ashbringer's mimicked Templar's Verdicts and Divine Storms do not deal as much damage as yours do. The exact math involved is still in flux. I'm gunna hold off on digging up those details for the moment, since they're likely to change when we get to tuning (probably to be much simpler than they currently are, glancing at how it's currently implemented).

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#27 - 2016/04/22 12:38:00 AM
04/21/2016 05:11 PMPosted by Twintop
What is the exact formula used to calculate Insanity drain? How often does it tick? Best guesses, currently (without addons to track and spit out frame by frame counts), are either:

(8 + (VoidformStacks / 2)) * 0.2 every 0.2 seconds
or
(8 + ((VoidformStacks - 1) / 2) * 0.2 every 0.2 seconds

Thanks!


In Voidform's first second, it will drain 8. In the next second, it will drain 8.5, and so forth. The drain is effectively continuous, but the rate is updated once per second.

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#30 - 2016/04/22 12:42:00 AM
04/21/2016 05:17 PMPosted by Sixthumbs
How does the Artifact trait "Power of the Dark Side" for Disc priests proc?

Is it a flat % per tick chance i.e. multidoting increases the chance or is it rppm?

Is the rate identical on SWP and Purge?


It is currently 1 RPPM, modified by haste (may change in tuning).

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#33 - 2016/04/22 12:59:00 AM
04/21/2016 05:10 PMPosted by Arcádia
Can you clarify how you will "fix" starting a fight with full Insanity or other resources on the classes where it matters? Will there be an event that fires before raid combat that will clear it?


They'll likely be cleared on encounter start, but I don't know the details as that has not happened yet.

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#35 - 2016/04/22 01:07:00 AM
04/21/2016 06:04 PMPosted by Sixthumbs
04/21/2016 05:42 PMPosted by Sigma
...

It is currently 1 RPPM, modified by haste (may change in tuning).


Thanks. Would be neat if it was in the spell data in the future.


It is: http://legion.wowhead.com/spell=198068/power-of-the-dark-side

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#36 - 2016/04/22 01:09:00 AM
04/21/2016 05:11 PMPosted by Arcádia
Why is the constant of Astral Power called SPELL_POWER_LUNAR_POWER?


Because, long ago, we experimented with a dual resource of Lunar Power and Solar Power, decided it was lame, and switched to a single one, but never changed the internal name. We try out tons of new ideas alllll the time, and occasionally tiny remnants of them slip through.

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#39 - 2016/04/22 01:19:00 AM
04/21/2016 05:12 PMPosted by Azortharion
How will you treat Hunter pet (and summons) inheritance of things like AP and other stats in Legion?

Summons being..

Main pet
Hati
Dire Beast
Stampede
Others I've probably forgotten..


Main Pet: 60% AP, 60% AP->SP, 170% Armor, 70% Health, 125% Focus Regen.
Hati & Dire Beast & Black Arrow: 115% AP, 20% AP->SP, 125% Armor, 20% Health.
Stampede is not a summon.

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#43 - 2016/04/22 01:30:00 AM
04/21/2016 06:20 PMPosted by Cyous
Force of Nature

What does the talent Force of Nature inherent from the caster? (And what is the SP Coefficient? And any other modifiers please!)


Force of Nature now has attack power equal to 300% of your spellpower, and it also has your crit, haste, and versatility.

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#46 - 2016/04/22 01:36:00 AM
04/21/2016 05:13 PMPosted by Delritha
1) Can you provide the 100 - 113 K values for the armor calculation? We think we have the 113 value but just wanted a double check.

2) Is the Brewmaster Gift of the Ox proc chance based on the amount of damage the player takes? It appears so given the "inconsistency" of the proc.


1)
Level Constant
100 3610
101 3973
102 4373
103 4812
104 5296
105 5829
106 6415
107 6642
108 6880
109 7132
110 7390
111 7648
112 7906
113 8164

2) The chance is based on the size of the hit (more damage = higher proc chance), and your health % (lower health = higher proc chance).

Full formula: (0.75 * Damage / MaxHealth) * (3 - 2 * HealthPercentAfterDamage)

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#47 - 2016/04/22 01:44:00 AM
04/21/2016 05:13 PMPosted by Whisa
Proc rate for Fel Barrage gaining stacks?


Currently 10% chance, 1.5sec ICD, on any harmful ability dealing damage.

NOTE: Demon Hunters are still brand new and untuned, so do not be surprised if the exact proc logic changes when we get to tuning. (My tuning-spider-sense tingles looking at that formula, and thinking of AoE situations.)

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#52 - 2016/04/22 01:55:00 AM
04/21/2016 05:13 PMPosted by Nazuvious
What is the proc rate of Sudden Doom and will the artifact perk be additive or mutiplicative to the base rate


3*Haste*(1.15 if you have Double Doom) RPPM.

NOTE: The increase from Double Doom does not work in today's build, but should work in the next build.

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#53 - 2016/04/22 01:56:00 AM
04/21/2016 06:21 PMPosted by Tiberria
Is it possible to get a definitive list of what AoE healing spells heal a random injured target vs what AoE healing spells heal the lowest health target within their radius? This is something that is confusing because it's not included on tooltips. We know that Chain Heal heals the lowest health target and that Renewing Mist jumps to the lowest health target, and it was also posted earlier in Alpha that Wild Growth now does the same in Legion.

Are there any other AoE heals with lowest health targeting rules, or is it just those 3 spells, and every other AoE heal heals random injured targets?


The only AoE heal that explicitly chooses the lowest-health of all damaged targets is Wild Growth.

Not going to list every heal spell, but a few off the top of my head with more custom targeting:
--Efflorescence favors targets without the Spring Blossoms HoT.
--Power Word: Radiance favor players without Atonement, then players with Atonement, then non-players.
--Renewing Mist will choose a random player who is both injured and without the caster's Renewing Mist. If there are none, it will not jump.
--Essence Font will attempt to heal 18 people over the course of its channel. On each attempt, it will choose a random target who was not healed in the previous 5 attempts. If there are none, it will not heal.

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#54 - 2016/04/22 02:02:00 AM
04/21/2016 05:14 PMPosted by Gahhda
Does immolate have a ramping proc rate similar to agony, or is it just a flat chance? I'm assuming the latter for now.

Does destruction's mastery follow a gaussian or uniform distribution?


Immolate has a constant 15% chance to proc a Soul Shard on non-crits, 30% chance on crits.

Chaotic Energies uses a simple uniform random distribution, nothing special.

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#55 - 2016/04/22 02:05:00 AM
04/21/2016 05:18 PMPosted by Calligraphy
What should be the expected proc chance from Demonic Appetite in terms of Soul Things (I'm tired). It seems this build probably broke it, but doesn't mean we can't work on modeling it!


50% Chance on Chaos Strike or Annihilation dealing damage, 15sec ICD.

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#56 - 2016/04/22 02:11:00 AM
04/21/2016 05:16 PMPosted by Totallite
What is the proc rate of Power of the Dark Side (Disc trait)? I think it's RPPM but I'm not sure.

What is the exact jump range on Purge the Wicked?

Is Grace supposed to work with non-Priest spell effects (trinkets?).


Answered above.

15 yards. Out of all targets which are in combat and not CCed, it jumps to the one with the lowest PtW duration on it.

At least for now, no.

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#59 - 2016/04/22 02:29:00 AM
04/21/2016 05:21 PMPosted by Azortharion
What's the exact formula for Head Shot damage done based on focus spent? Assuming linear atm, 20 focus is 1/5th the dmg of 100..?


Head Shot damage is linear. (FocusSpent / 100) * MaxDamage

04/21/2016 05:21 PMPosted by Azortharion
What are the exact characteristics of Sidewinders' range/cone/area of effect?


Sidewinders are a little complex, but basically amount to a 75yd cone with ~2yd of slush in all directions. Let me just dump some pseudo code on you:

Radius = [Distance between caster and target's center points]
Radius = Max(6, Min(Radius*2, Radius+8))
Missile visual is aimed at the ground [Radius] yds away, in the direction of Target

MaxDist = Radius + Target.CombatReach + 1.5
Targets' center points must be within MaxDist of the player

ConeCenter = PlayerLocation, facing the target, backward 2 yds
Targets' center point must be within a 75degree wide cone, from ConeCenter toward Target

04/21/2016 05:21 PMPosted by Azortharion
What's the exact relationship between Explosive Shot blast radius and damage done?


Deals max damage to targets within [Target.CombatReach+1]yd. Linear falloff to 30% damage at [Target.CombatReach+8]yd.

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#61 - 2016/04/22 02:38:00 AM
04/21/2016 05:22 PMPosted by Arcádia
Since UNIT_COMBO_POINTS is now gone, does the UNIT_POWER event correctly work with vehicles now? I had to fallback to U_C_P before because it would not work in fights like Malygos.


It might vary based on vehicle... Can you give me an example to look into?

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#65 - 2016/04/22 03:59:00 AM
04/21/2016 05:28 PMPosted by Werdup
Is Unleash Doom (Enhancement Artifact gold trait) intended to proc twice (one for each swing) from Stormstrike in the event of a second being cast due to Stormbringer?

To extend this further, what is the interaction exactly intended to be with Stormflurry effect and Unleash Doom, & then Stormbringer procs (i.e. due to Tempest or a repeat proc before the additional swings are calculated)?


A bit unclear what you're asking specifically, but maybe the answer you're looking for is one of these:
-Unleash Doom (Passive) has a 2*Haste RPPM chance to trigger on casting Stormstrike (not per hit), giving you the buff.
-Unleash Doom (Buff) lasts 6sec. While active, all non-proc damage events from several spells (per target of AoEs, per hand of Stormstrike, etc.) trigger additional fire/nature damage. Fire vs Nature is a simple 50/50 chance. The triggering spells are: Crash Lightning, Flametongue, Frostbrand, Lava Lash, Lightning Bolt, Rockbiter, Stormstrike (each hand). Additional Stormstrikes triggered by Stormflurry DO count for this.
-Stormstrikes from Stormbringer are no different than any other Stormstrike, apart from being 50% cost and not triggering a cooldown.

04/21/2016 05:28 PMPosted by Werdup
Lastly what is the exact radius intended for Crash Lightning procs to generate the cleaving buff, and is it conal or radial?


Crash Lightning is an 8yd 120degree code, both the ability, and the proc'd additional damage.

04/21/2016 05:28 PMPosted by Werdup
OH let me add also, can you explain exactly your back end mechanics for Stormlash, both how it's intended to interact with our stats (since it seems to only scale with those), its proc rate, decision making on targets etc.


Stormlash... Heh. Stormlash is a great example of how sometimes we build something extremely complex to get a simple gameplay effect to work just right, that players should never need to worry about. There's a ton going on here, under the hood. The short version is that it is 3*Haste RPPM to buff 2 allies, and each buff will do a bit under 2*AP*Crit total damage over 8sec.

The long version:

There is a 3*Haste RPPM chance to trigger Stormlash, off any melee ability landing, while any weapon enhancement is active.
When it procs, we simulate the shaman casting spell #213307. Currently, that deals 2*AP Nature damage, can't crit, uses any damage multipliers on the caster, but ignores the target's multipliers. (Just mentioning the spellID so you can watch datamining for that AP coefficient changing when we get to tuning.)
We don't actually cast that spell, we just calculate how much damage it would deal if you did cast it. We take that damage, multiply in your nature spell crit rate, and then create a new Stormlash buff, charged with that much 'potential' damage.
That Stormlash buff lasts 8sec, and is applied to 2 random allies (3 w/ Empowered Stormlash), chosen based on the following: Must not be a healer. First, prefer allies without Stormlash from ANY Shaman. If there aren't enough of those, pick allies without Stormlash from THIS Shaman. If there still aren't enough, pick any allies.
Now that the ally has the Stormlash buff with some potential damage, it's time to actually deal damage with it. Each of their damage events will trigger it, with a 0.1sec ICD. When it deals damage, it checks what % expired the buff is, and deals that % of the potential damage, minus however much it has already done. This damage can't crit, and ignores the ally's damage multipliers, but DOES include the target's damage multipliers. Example: It procs at 55% expired duration. The last time it proc'd was at 45% expired duration. It deals 55-45=10% of the potential damage.
Any potential damage left in the aura when it expires is lost, so fast-attackers are ever so slightly more efficient at maximizing the potential damage, but that difference is negligible enough that we can just tune around it.

Whew!

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#66 - 2016/04/22 04:05:00 AM
04/21/2016 07:45 PMPosted by Arcádia
04/21/2016 07:38 PMPosted by Celestalon
...

It might vary based on vehicle... Can you give me an example to look into?
Malygos!


Derp. Sorry. I'll look into that one and try to get back to you. It's not something I can find myself, will have to bother some of our UI programmers, so may take a bit.

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#68 - 2016/04/22 04:09:00 AM
04/21/2016 05:29 PMPosted by Arrent
What all is Blessing of Might intended to proc from? (Pets? DoT ticks? Itself? Trinket damage?)


ALL damage that comes from the buffed player (not pets/guardians), except for itself. Yes, DoT ticks. Yes, trinket damage.

We're still discussing the Pet part; we may extend that to pets/guardians in a future as well, so watch out for that. No promises.

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#69 - 2016/04/22 04:13:00 AM
04/21/2016 05:32 PMPosted by Delritha
Just now remembered

Will Storm, Earth, and Fire mimic either Strike of the Windlord or Crosswinds?


Storm, Earth, and Fire spirits have a list of spells/abilities that they know how to mimic. That list hasn't been updated yet, so they're missing several key things, such as those two abilities, Effuse, a few new talents, etc. We'll get that updated soon, and then you can let us know if we missed anything (the intention is that they can copy as much as possible). The only thing that I can think of offhand that they shouldn't mimic is stuff like consumables that add damage procs, or some trinket effects that do flat damage or summon guardians.

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#70 - 2016/04/22 04:15:00 AM
04/21/2016 05:41 PMPosted by Ariellè
Does Bristling Fur use the same Rage generation formula as Warriors?


Higher.

BristlingFurRage = 100 * Damage / MaxHealth.

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#71 - 2016/04/22 04:17:00 AM
04/21/2016 05:44 PMPosted by Twintop
Thanks for clearing that up.

How often does the drain tick occur, though? It is certainly more often than once per second because the drain in the UI is smooth, not 100 -> 92 -> 83.5 ->...


It drains continuously, there aren't ticks. This is similar to how Energy regens.

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#73 - 2016/04/22 04:32:00 AM
04/21/2016 05:49 PMPosted by Isentropy
How exactly is Sphere of Insanity supposed to work? Its tooltip says it works with 'direct damage', but what does this mean exactly? Right now it works with all sources of damage, including dot ticks, Mind Flay/Sear ticks. Is this considered direct damage, or is the way it functions in game right now not correct?


It's bugged in the current build. Next build, it will trigger from Void Bolt, Mind Blast, Mind Flay, and Mind Spike, only. The tooltip will be updated to specify those spells.

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#74 - 2016/04/22 04:37:00 AM
04/21/2016 06:10 PMPosted by Pelinal
Is the healing "added" by Power of the Silver Hand intended to be increased by any passive Holy Shock % healing increases after?

IE: Get a proc it adds say 500k healing, to the holy shock from its initial base heal. But you also have 30% extra healing from the new Holy Avenger talent will it increase that 500k by 30%?


Currently, yes, it is before any multipliers. However, that may change in tuning, it it becomes problematic to balance.

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#75 - 2016/04/22 04:47:00 AM
04/21/2016 06:26 PMPosted by Munkadin
For Vengeance Demon Hunters, what is the baseline proc chance for "Shear" to proc a soul fragment? Also what is the increased chance that the "Frail" debuff from " Spirit Bomb" will proc a soul fragment?


Currently, that chance is (4%, 12%, 25%, 40%, 60%, 80%, 90%, 100%, based on how many Shears since you got a soul) + (10% if Frail) , but that may change in tuning.

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#82 - 2016/04/22 06:55:00 AM
(Skipping some questions because I'm at home now, just answering what I can answer without looking through data. Will go back to the ones I skipped tomorrow.)

04/21/2016 06:33 PMPosted by Cyous
04/21/2016 06:30 PMPosted by Sigma
Force of Nature now has attack power equal to 300% of your spellpower, and it also has your crit, haste, and versatility.

Just to clarify, that is 100% SP per treant? (100% * 3 = 300%)


No, this is 300% per treant.

<insert random haste comment>

I've seen some logs with DH's having close to 100% crit on most of their abilities.. i assume this is unintended, aren't secondary stats meant to become less valuable the more you get as to avoid such high ratings?


Sounds like a bug. Let us know if you find out what's going on there. Linking the logs may help as well. There are no diminishing returns on the conversion rate of Crit Rating->%, but it is simply less of a % gain to go from 50%->60% crit as it is going 10%->20%, which effectively makes the stat less valuable as you get more of it, relative to other stats.

04/21/2016 07:37 PMPosted by Frostedmages
What is needed to reproduce the cinderstorm travel arc? I guess both the movement of the bunch of cinders, and the cinders themselves bunching/spreading.


That's gunna be a tough one to explain. The paths of each cinder are 100% consistent, other than a tiny variance on each one. They each follow a circular path, with you and a point 35yd* directly in front of you being points on the circle, and the radius increasing for each cinder. It's probably easiest for you to just have a Mage fire them at a viewer who has their camera zoomed out and pointed downward, over and over, and take a bunch of screenshots/video, and merge those somehow to see the paths they follow.

(*I think it's 35yd, not in the office to check, will double-check tomorrow.)

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#83 - 2016/04/22 06:57:00 AM
04/21/2016 11:52 PMPosted by Sixthumbs
How much damage are NPCs under Mind Control supposed to deal?
Is it based off the initial strength of the NPC at all? Does it scale with the Priest? Are any effects other than pure damage disabled by default i.e. is it a white-list if special-abilities actually work, if any?


The only change from live is that their damage is scaled down to that of a standard outdoor quest mob. No scaling with the Priest. Other effects are not disabled, by default (though many creature mobs have custom targeting for their abilities that may or may not work when their enemies are not players).

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#84 - 2016/04/22 07:08:00 AM
04/21/2016 07:44 PMPosted by Frostedmages
How is Lonely Winter intended to interact with icicles and Glacial Spike?

Should you be getting icicle dmg * LW modifier being added to Glacial Spike, or is LW not intended to interact with glacial spike.?


There may be a bug here, but the intention is...

Suppose your Frostbolt does 100 damage, and you have 40% Mastery.

Frostbolt does 100, Icicle from it does 40 (or 200/80 if the Frostbolt crits).

Suppose your Glacial Spike base damage is 500. You do 5x Frostbolts, 2 of which crit. You have 5 Icicles, totalling 280 potential damage.
Glacial Spike does 780 (or 1560 if it crits).
Yes, this does indeed mean that the Icicle damage benefits from crit twice.

Now, suppose you take Lonely Winter.
Frostbolt does 125, Icicle from it does 125*0.4*1.25=62.5 (or 250/125 if the Frostbolt crits).

You do 5 Frostbolts, and again 2 of them crit, for a total of 437.5 potential damage.

Glacial Spike still does 500 base damage, so does a total of 937.5 (or 1875 if it crits).

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#85 - 2016/04/22 07:09:00 AM
04/21/2016 09:58 PMPosted by Twintop
Will the Mind Spike Detonation also count towards Sphere of Insanity damage?

EDIT: Guessing no since it seems like the spells affected are single target + non-execute + direct damage spells that are part of the base kit (except for Mind Spike, since it replaces Mind Flay). Probably a silly question but doesn't hurt to check. Thanks again! :)


Current plan is that yes, Mind Spike detonations do count.

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#86 - 2016/04/22 07:12:00 AM
04/21/2016 10:43 PMPosted by Isentropy
As a followup, are Void Ray and Mind Spike intended to work together? One would assume that since Void Ray buffs Mind Flay it would also buff Mind Spike when picked, however, this is currently not the case. Will Void Ray work differently with Mind Spike, will it work the same or will it just not work with Mind Spike at all?


I'm not sure yet exactly how it will interact, but we'll likely make them interact somehow. My best guess offhand is that only the initial damage of Mind Spike will grant stacks, but both initial and detonation will benefit from the stacks. Haven't implemented or tuned it yet, so take that with a big grain of salt.

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#100 - 2016/04/22 06:48:00 PM
04/21/2016 06:31 PMPosted by Magdalena
-What kind of AP coefficient does the Unholy DK Val'kyr minion use? What is its base attackspeed compared to the Gargoyle? By approximately how much should each Death Coil (or rather, point of Runic Power spend) increase its damage?


Dark Arbiter has the same stats as the Gargoyle, that is 47% AP->SP, 33% AP, 125% Armor, 50% Health. It chain-casts Val'kyr Strike, which has a 2sec cast time, and deals 7*AP Shadow damage. It gains 1% increased damage per Runic Power you spend (stacking additively, not multiplicatively).

04/21/2016 06:31 PMPosted by Magdalena
-Is the minion from the All Will Serve talent supposed to count as a pet of a Guardian? Is it intended to follow the same commands given to the ghoul?


Guardian. It should assist you.

04/21/2016 06:31 PMPosted by Magdalena
-On a related note, have the stat ratios that the ghoul inherits from its master changed in Legion? Is the AWS minion supposed to inherit the same amount of stats, or at a different rate?


Ghoul: 100% AP->SP, 100% AP, 125% Armor, 40% Health.
Risen Skulker: 100% AP->SP, 100% AP, 125% Armor, 20% Health.

04/21/2016 06:31 PMPosted by Magdalena
-What is the exact range on the cleave effect granted to Scourge Strike and Heart Strike when the Death Knight is standing in Death and Decay?


We've standardized on... 'nearby' means '8yd' in class spell tooltips. Note that Scourge Strike becomes an actual AoE, whereas Heart Strike just gains cleave targets (so targets still have to be in front of the DK).

04/21/2016 06:31 PMPosted by Magdalena
-Is the Will of the Necropolis talent for Blood DKs still leapfroggable (meaning that if an attack hits us for 40% of our health while we're at 36%, will the talent simply not proc and let the blow kill us)?


In the next build, it will read, "Damage taken below 35% Health is reduced by 20%." For attacks which cross the 35% threshold, just the amount below that threshold will be reduced by 20%. Example: You're at 40% health, and get hit for 10% of your health. You'll end up at 31% health, with 1% of your health absorbed by Will of the Necropolis in the combat log.

04/21/2016 06:31 PMPosted by Magdalena
-How does the centering for Blood Boil's effect work in Legion? Even without the +5 yard glyph from WoD, the actual AoE range seems to be smaller than 10 yards, and I'm wondering if this is because the central point of the spell's radius is now calculated at our character's midpoint rather than the edge of their model.


It wasn't including combat reach of the target; it will be in the next build.

04/21/2016 06:31 PMPosted by Magdalena
-Does the Permafrost talent have a cap set to our maximum health? It has been uncapped in previous alpha builds, but I assume this is a bug.


Bug. Will be 20% of max health in the next build.

04/21/2016 06:31 PMPosted by Magdalena
-Is the Abomination granted by the Sludge Belcher talent for Unholy DKs intended to be DPS neutral with its added advantage being in the form of utility? Or is it intended to grant a measurable DPS gain over a regular ghoul?


DPS-Neutral. Only utility should be different.

04/21/2016 06:31 PMPosted by Magdalena
-Is Remorseless Winter intended to be part of the Frost DK single-target rotation (especially considering the Frozen Soul Artefact trait and Gathering Storm talent), or is it intended to be solely useful for AoE?


By default, only for AoE. The Gathering Storm may make it worth using even single target. Frozen Soul should not make it worth using in single target situations, without Gathering Storm.

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#101 - 2016/04/22 06:52:00 PM
04/21/2016 06:45 PMPosted by Elonwae
04/21/2016 06:19 PMPosted by Celestalon
Main Pet: 60% AP, 60% AP->SP, 170% Armor, 70% Health, 125% Focus Regen.
Hati & Dire Beast & Black Arrow: 115% AP, 20% AP->SP, 125% Armor, 20% Health.
Stampede is not a summon.


Can you confirm what the base damage values of Bite and Basic Attack should be?


Bite is a bit odd in that it uses the master's attack power, 33.3% of the master's AP.

"Basic Attack" is what we refer to when meaning Bite, Smack, Claw, etc.

I'm guessing you meant auto attacks, though. Hunter pets should have no 'base weapon damage', just auto attack damage from their AP.

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#107 - 2016/04/22 07:50:00 PM
04/22/2016 12:06 PMPosted by Frostedmages
Also, basic stats needed to build the Arcane Familiar? (mainly interested in how his auto attacking scales with our Spell Power).

Thanks taking the time to respond to all of these, by the way.


It casts a nuke that has a spellpower coefficient of 74.7% (its spellpower is the same as yours).

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#108 - 2016/04/22 07:53:00 PM
04/22/2016 12:11 PMPosted by Zolvolt
How does prayer of mending choose who to jump to next? Is it random? Is there any protection against jumping to someone who already has PoM?


It uses normal smartheal logic (random injured target, with players have a large bias over non-players).

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#109 - 2016/04/22 07:57:00 PM
04/21/2016 06:46 PMPosted by Gârdor
How much base dodge is there currently for Brewmaster Monks, and how is dodge through Agility calculated? This is important because of mastery breakpoints for maximum consecutive hits taken, but it is not given on the new character sheet anymore.
Are there any diminishing returns for the artifact traits Brew-Stache and Fortification?

edit: parry and ignored parry/dodge by bosses are important as well.

What is the formula for Black Ox Statue Threat generation?


The API (Macros/Addons) should still give you the dodge amount for testing:
/run print(GetDodgeChance())

Base dodge and parry chances, including dodge from base agility, is 3%.

Level MonkAgiPer1%Dodge
100 176.3760684
101 192.7071858
102 207.9495621
103 224.2806796
104 248.2329852
105 296.1375963
106 352.7521368
107 400.656748
108 497.5547115
109 617.3162394
110 786.0711197

Dodge and Parry chance are reduced by 1.5% per level higher the attacker is, same as before.

That is, of course, still subject to diminishing returns, and the formula constants for Monks start off rather harsh, so you'll actually see something like ~1130 agi per 1% at dungeon gear levels. Theck's blog has a good rundown of how Avoidance DR works: http://www.sacredduty.net/2014/08/06/tc401-avoidance-diminishing-returns-in-wod/

Brew-Stache and Fortification grant pure Dodge %, no DR, like any other percent dodge buff.

Black Ox Statue pulses threat every 1sec. Each pulse hits enemies within 30yd, and generates threat equivalent to AP*5 damage.

04/21/2016 06:54 PMPosted by Delritha
I'm SOOOOO sorry!!! I meant the armor values. We had K and we think we had the 113 value. What I get for getting ready for raid and this pops up. Not thinking clearly. *starts hitting head to table*


No problem.

Level MageClassCreatureArmor OtherClassCreatureArmor
100 1229 1536
101 1850 2313
102 1911 2388
103 1974 2467
104 2041 2550
105 2110 2638
106 2184 2729
107 2261 2826
108 2342 2927
109 2428 3035
110 2516 3144
111 2604 3254
112 2692 3364
113 2779 3474

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#110 - 2016/04/22 07:58:00 PM
04/22/2016 12:23 PMPosted by Kriellya
For Resto Druids, is it intended that the HoT component of Regrowth is not affected by the bonus 60% Crit?

I know it's this way on live as well, but both tooltips give no indication that this is the case, so asking here. Bug, or intended?

For all healers, is it intended that heals granted by Artifact Traits (such as Dreamwalker for Resto Druid or The Mists of Sheilun for Mistweaver Monks) do not benefit from effects that buff 'our healing', such as the Druid or Shaman Mastery, or Enveloping Mist for Monks?


It should only be Regrowth's initial heal--we'll clarify the tooltip.

Some of those healing effects may have to be decided on a case-by-case basis, but in most cases with artifacts the answer will be yes.

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#114 - 2016/04/22 08:22:00 PM
04/21/2016 11:55 PMPosted by Celestalon
That's gunna be a tough one to explain. The paths of each cinder are 100% consistent, other than a tiny variance on each one. They each follow a circular path, with you and a point 35yd* directly in front of you being points on the circle, and the radius increasing for each cinder. It's probably easiest for you to just have a Mage fire them at a viewer who has their camera zoomed out and pointed downward, over and over, and take a bunch of screenshots/video, and merge those somehow to see the paths they follow.

(*I think it's 35yd, not in the office to check, will double-check tomorrow.)


Followup on this:

Double-checked, the convergence distance is actually 29-33yd (randomly chosen once for the whole cast).

Missiles are 9.17degrees off from each other. They stop their circular path and travel straight after reaching that convergence point.

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#115 - 2016/04/22 08:33:00 PM
04/21/2016 10:27 PMPosted by Surge
Does Crash Lightning's primary attack deal offhand weapon damage, or is there some other form of -50% damage done modifier being applied to it somewhere?

Also, can we get a dump on the Lightning Shield proc details for verification purposes (chance? icd? etc.)


Yep, it was bugged to use Offhand damage. Fixed for next build.

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#118 - 2016/04/22 08:41:00 PM
04/21/2016 09:28 PMPosted by Totallite
Similar to the Grace question, does Schism's damage amp apply only to Priest spells or is it all damage effects (trinkets, consumables, procs, etc)?

Does Sins of the Many (trait) damage amp increase Atonement healing?


Schism currently applies to all damage dealt by the Priest.

It looks like Sins is not currently working, but for the moment the intention is to have it affect Atonement.

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#119 - 2016/04/22 08:43:00 PM
04/22/2016 01:20 PMPosted by Kriellya
04/22/2016 12:58 PMPosted by Sigma

Some of those healing effects may have to be decided on a case-by-case basis, but in most cases with artifacts the answer will be yes.


I blame how I worded my question for this, but your answer is "Yes, artifact trait heals should not benefit from increases to 'our healing'"?

The main trait I know of that this feels odd for is the Druid trait Nature's Essence, which causes WG to heal for 20% of it's total healing at the beginning, but which is not affected by other buffs to WG, in particular the talent Soul of the Forest. (I'm sure other healers will say this is odd for other traits :P)


Yes, they should generally be affected--but as we go through we're fixing them we'll also have to watch out for any such interactions that might cause issues.

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#122 - 2016/04/22 08:53:00 PM
04/22/2016 01:06 AMPosted by Sourspls
What is the formula for determining the cost in artifact power of the next node/partial node in the artifact trees.

And will there be a maximum amount of artifact power that can be invested in a weapon for each tier, or is it possible to max out what we have seen of the trees by some time during or even before the 1st tier (it will be done if it is possible). If this can't be answered yet that is also totally reasonable, I'm mostly just curious.


Don't have answers for these yet. I don't believe it's a formula anyway, I believe it's manually tuned. Watcher made a post about artifact knowledge recently, that may be of interest. http://us.battle.net/wow/en/forum/topic/20743334323?page=2#23

04/22/2016 01:42 AMPosted by Elonwae
Blood artifact trait - Mouth of Hell. Says it summons a second Maw of the Damned when using DRW (appears non-functional at the moment).

My question: Is this just a damage boost, or does it duplicate the parry effect and thus give the Blood DK 80% parry from DRW?


Undecided yet. It's broken, but had been intended to duplicate all of the effects. However, 80% parry is obviously a little silly, so it'll likely not be a full doubling of effects, just some sort of increase.

04/22/2016 04:58 AMPosted by Pawketsz
This doesn't seem right. Do you mean on any damage dealing attack? Because Eye Beam, itself, and maybe others can't trigger it.

Edit: Found the proc spell (222703). Apparently it only procs off of Yellow Melee and AoE Hostile Spells. Guess Eye Beam is neither of those or something.


Ah yeah, only harmful non-spell, non-proc abilities (AoE doesn't matter). Sorry about that.

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#124 - 2016/04/22 08:59:00 PM
04/22/2016 01:27 AMPosted by Alorp
Is it intended that both Tyr's Deliverance and Aura of Mercy don't scale with Hpala mastery or haste, or is this a bug?

Is it also intended that neither of these abilities transfer healing to beacons?


All intended on Aura of Mercy (could potentially change, with corresponding tuning reductions). Tyr's Deliverance will probably get haste/mastery interactions added--undecided on Beacon.

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#128 - 2016/04/22 09:56:00 PM
04/22/2016 05:10 AMPosted by Austín
Hey

1) What is the idea behind Shadowburn? Is it meant to replace Chaos Bolt? If so, will there be any interaction with the artifact weapon with the Chaos Bolt talents? Or is meant for movement and just to get the extra shard from killing mobs?

2) With the artifact weapon for destruction boosting imp damage, what/if any interaction will be if you choose grim. sac or grim. service? Those seem like traps more than anything now as your artifact has no benefit.

Thanks!


1) Don't want to go into 'why' in this thread, but yeah, it's for movement and on-kill shards, not fully replacing Chaos Bolt. In general, all artifact traits that affect ability X, will also somehow affect any ability that replaces ability X. Shadowburn doesn't actually replace Chaos Bolt, but we still may add some interaction. We'll see if it needs it when we get to tuning.

2) I think you mean Grimoire of Sacrifice and Supremacy. Service still works fine. Yeah, they likely qualify for needing some benefit from the artifact traits (likely just a simple damage buff though).

04/22/2016 05:25 AMPosted by Drownlord
  • Is the current blessing behaviour (3x Might or 2x Might 1x Wisdom) intended? Or will it change to each blessing just one time (1x Might, 1x Wisdom, 1x Kings)?
  • How will Divine Tempest work? Will it deal twice damage (Divine Storm + Divine Tempest)? How much damage will Divine Tempest do (compared to Divine Storm). Also according to the actual animation, will these two smaler "storm" stay, or will Divine Storm literally move 20y forward?
  • What's the range of Zeal? Actually it's under 5 yards. Looks like a bug.
  • How much damage will repentance to in PvP? On a Mob is does 25% of it's health.
  • Does luminecence proc from all healing on me?
  • Does Vengeance Aura proc from all kind of CC, even short ones, also with DR?
  • Can Equialty benefit from stats and/or damage-buffs (Wings, Trinket Proc, Krit, Blessing of Might, etc.)?Edit:
  • How much damage is Equiality doing in PvP?


  • - Intended.
    - Divine Tempest should not cause Divine Storm to hit the same target multiple times; it just increases the area that the Divine Tempest affects.
    - Zeal chains 8yd from your target.
    - Various abilities have 'pvp multipliers', which Holinka and his team are discussing how best to share, but Repentance currently has none (so, does full damage). It won't drop you below 75% HP though (that's what the 'up to' means).
    - Seems to say so, yes. Whether that will survive tuning or not is yet to be seen.
    - Currently, it triggers from all Stuns, Disorients, Fears, Silences, Sleeps, Freezes, Incapacitates, Polymorphs, Banishes, Shackle Undeads, Turn Undeads, Horrors, and Saps.
    - No.
    - Currently, 50%.

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    #131 - 2016/04/22 10:34:00 PM
    The socket bonuses on the JC gear are vestigial and will be removed in the next build. You're also using several items with secondary stats that are now fixed stat items (the chest, for example), giving you considerably higher secondary stats than will be attainable at any point in the expansion.

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    #133 - 2016/04/22 10:50:00 PM
    04/22/2016 03:40 PMPosted by Whisa
    Good to know, they're insane. I'm assuming that goes for gems as well? +900 in a stat for a non JC gem is.. kinda crazy. Not so much a technically question though, so not really scope of this thread :x


    It's still relevant - we'll bring them down also. The current values do not take the secondary stat dropoff in to account, and are much too strong.

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    #134 - 2016/04/22 11:03:00 PM
    04/22/2016 02:44 PMPosted by Tanned
    For the Shadow Priest artifact trait "Call to the Void":

    • What is the chance of spawning a Void Tentacle with Mind Flay and Mind Spike?
    • Can the Void Tentacle spawing be triggered on each tick of Mind Flay?
    • Does the spawned Void Tentacle have the Shadow Priests's spellpower, haste, crit and mastery?
    • Does the Mind Flay cast by the Void Tentacle act like a priest who is spamming Mind Flay (or something else)?
    • Will the Mind Flay casted by the Void Tentacle have partial ticks?
    • Is the Void Tentacle's damage affected by the Priest's Voidform state?
    • Is the Void Tentacle's Mind Flay damage affected by the Void Ray talent?
    • Does the Void Tentacle's Mind Flay refresh Void Ray on a target?

    Thanks!


    1 RPPM (+ haste) on Mind Flay ticks or Mind Spike damage. Has the Priest's spellpower and crit, but not haste. It channels continuously for 10 seconds until it despawns. Not affected by buffs/talents on the Priest.

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    #135 - 2016/04/22 11:05:00 PM
    04/22/2016 06:47 AMPosted by Sativ
    Is it intended that Agonizing Poison doesn't interact with Deadly Brew, Mind Numbing or System Shock at all [PvP Talents]?


    Agonizing Poison should work with Deadly Brew, Mind-numbing Poison, and System Shock. If it doesn't now, that's a bug we'll fix.

    04/22/2016 09:01 AMPosted by Lørentz
    How is Fortune's Bite(Artifact Trait) supposed to work with Shadow Techniques. Will it allow passive to proc from 1st or/and 2nd attack after previous one?


    It's a currently an increase that results in X% more procs per minute, but in an obviously hard to understand way. We're going to change it next build to be just an X% chance to generate 2 CP.

    04/22/2016 09:49 AMPosted by Delritha
    This is more of a follow-up to the hunter pet questions, but Xuen, Chi-Ji, and Niuzao; how much % of stats do they inherit? I've figured out 100% AP (up from 66%) for Xuen, but so far that is about it.


    100% Health, 100% AP, 100% Armor. (Oh, and I haven't been mentioning it but it's safe to assume 100% Haste/Crit/Versatility/Dodge/Parry on all pets unless I say otherwise)

    Xuen, Chi-Ji, and Niuzao are all the same, with one exception: Niuzao gets 400% Armor.

    04/22/2016 10:31 AMPosted by Grafarion
    The formula for rage gained from damage taken for protection warrior was posted as RageGained = 50 * DamageTaken / MaxHealth.

    As a follow up how does block/dodge/parry/miss or self/external damage reduction or absorbs impact rage gains.

    Doesn't stamina and therefore gearing up among other stamina mods such as talents, trinkets, buffs, etc, impact rage gains negatively if the damage stays the same or goes down which would be the case as we "farm" a raid zone?


    Block/Dodge/Parry/Miss events do not grant Rage, nor does damage removed by damage reduction. Absorbed damage does create Rage.

    Gaining Stamina does technically reduce your Rage gained per same-sized hit, however the vast vast majority of Stamina gains you get come along with matching Strength gains, which increases the size of Ignore Pain. Getting an upgraded piece of gear remains neutral with respect to Ignore Pain size. About the only exception to this is a pure Stam+Mitigation trinket. This is roughly similar to how Block works.

    04/22/2016 11:11 AMPosted by Valdaram
    Is it intended for demonic empowerment not to buff the call observer and cal fel lord pets?

    Is the new way the felguard behaves when told to axe toss intended ( Currently will not run to axe toss a target out of los even if only 1 yard away)


    First is a bug.

    Second is undecided.

    04/22/2016 11:14 AMPosted by Frostedmages
    What is the proc rate for Touch of the Magi? Tooltip has it at approx 1.5ppm right now. So I'm assuming it is just 1.5RPPM, without haste modification?


    It'll be 1.5*Haste in the next build. 6sec ICD, so it can't overwrite itself, but that doesn't really matter for RPPM procs.

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    #159 - 2016/04/25 07:47:00 PM
    Atonement healing is 40%*(1+mastery%), where mastery% is the amount shown on your character sheet. Mastery% is 1.4 times your number of points of mastery (with each point currently being 350 rating at L110).

    This can also be thrown off if you have any effect that increases your damage--these, by default, don't increase Atonement unless they're whitelisted by us. We're thinking about how to message this in the case of, for example, the passive damage increase from the artifact.

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    #160 - 2016/04/25 08:35:00 PM
    04/23/2016 01:45 PMPosted by Kriellya
    On the Resto Druid Mastery, Harmony.

    Currently, we have a number of effects that both heal immediately and apply (or remove) a HoT. The order on which happens first isn't very consistent at the moment, which impacts how we calculate our Mastery.
    This affects Regrowth (Heals, then applies a HoT), Rejuv (Applies HoT, then heals), Spring Blossoms (Applies HoT, then heals), Lifebloom (Removes HoT, then Heals), Wild Growth (heal currently bugged), and Cultivation.

    Cultivation is the weirdest one. If Cultivation is triggered when Rejuv is applied (the Rejuv target has less than 60% health when applied), Rejuv *and* cultivation are applied, and then Rejuv does it's on-cast heal. When Cultivation is triggered in the middle of a Rejuv, the Rejuv heal comes first, followed by the Cultivation HoT. So this effect triggers *both* ways. Yay consistency?
    (The difference in behavior probably has something to do with a now fixed Cultivation bug, where it didn't trigger from the on-cast Rejuv heal.)

    Should we expect the order to become consistent (So, change HoT, then heal, or vice versa) or should we expect the order to maximize mastery (change HoT then heal when applying HoT's, heal then change HoT when removing HoT's)


    We're going to consistently say that a heal event occurs, and then an associated heal over time effect is applied/removed. So this means that, for example, Effloresence will lose the +1 mastery from its own Spring Blossoms application, but the Lifebloom bloom will gain it. Cultivation will always be applied after the Rejuv tick that caused it.

    The only exception is Rejuvenation's initial periodic healing, which actually is periodic healing, and it conceptually doesn't make sense for it to occur without a Rejuvenation heal-over-time effect present. It will benefit from its own mastery bonus.

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    #163 - 2016/04/25 09:55:00 PM
    04/22/2016 12:14 PMPosted by Ariyana
    What sort of abilities count as "attacks" for procs of Crystalline Swords for Frost's initial artifact talent? On a further note, what triggers them firing off versus just adding an additional sword and what is the intended damage coefficient for when they fire off? They currently only do 1 damage each upon impact and have been for the past few builds, so it's hard to find the proper AP/scaling coefficients from logs.


    It's a little buggy, as you've noticed. In the next (or perhaps next next) build, it will work a little different. It can trigger from all melee attacks, with each hand of Frost Strike and Obliterate able to trigger it separately. Multiple targets on AoEs such as Frostscythe will not give multiple chances.

    Under the hood, it's a 45% proc chance, but when it procs it increments a counter. Various visual elements happen at different points in that counter, but the gameplay element happens on 9, dealing 2x 1*AP Frost damage, then resetting the counter. You can likely model it as just a 5% chance on melee attack to deal 2x 1*AP Frost damage, but with a somewhat smoothed proc rate.

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    #164 - 2016/04/25 10:12:00 PM
    04/22/2016 12:33 PMPosted by Chequer
    The crit chance of Dimensional Rift of Warlock's Artifact it's the same of Character's Crit chance or each portal have their own chance to crit or not.

    Also, how Imp-related Artifact traits buff Grimoire of Sacrifice or they don't interact with eachother ?


    Dimensional Rifts will inherit their master's crit chance.

    Artifact traits that buff an ability which is replaced/removed by a talent will instead buff that talent, typically. The Imp-related traits for Destruction likely don't yet, but eventually will, buff Grimoire of Sacrifice/Supremacy.

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    #165 - 2016/04/25 10:13:00 PM
    04/22/2016 01:02 PMPosted by Kriega
    I have a question about demonology pet targeting and target swapping.

    For the main summoned demon, we can control it and tell it where to attack. For summoned fel stalkers and imps, which of the following behavior(s) do they adhere to? Are there any I am missing?


    • Imps and fel stalkers will only attack the enemy they were summoned on
    • Imps and fel stalkers will automatically assist you and attack your target
    • Imps and fel stalkers will only attack what your main demon is attacking and assist it if present


    Imps and Dreadstalkers will attack the enemy you summoned them on. If it dies (or becomes otherwise unattackable), they'll fall back to assisting you.

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    #166 - 2016/04/25 10:17:00 PM
    04/22/2016 01:14 PMPosted by Delritha
    Thanks sparkledragon.

    I am not sure if this is too much to ask but would it be possible to supply the base stats for each class for 101 -> 109 (STRENGTH, AGILITY, STAMINA, INTELLECT).

    Even if it's in a pastebin would but helpful.


    Here we go...

    Agi
    Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Demon Hunter
    100 1071 1284 1284 889 1284 455 1067 1284 1284 985 889 2940
    101 2923 3505 3505 2426 3505 1242 2912 3505 3505 2688 2426 4995
    102 3347 4012 4012 2778 4012 1422 3334 4012 4012 3078 2778 5337
    103 3829 4590 4590 3178 4590 1627 3814 4590 4590 3521 3178 5749
    104 4340 5203 5203 3602 5203 1844 4323 5203 5203 3991 3602 6197
    105 4768 5716 5716 3958 5716 2026 4750 5716 5716 4385 3958 6544
    106 5230 6270 6270 4341 6270 2222 5210 6270 6270 4810 4341 6932
    107 5697 6830 6830 4729 6830 2420 5676 6830 6830 5240 4729 7327
    108 6250 7493 7493 5188 7493 2655 6227 7493 7493 5748 5188 7824
    109 6863 8228 8228 5697 8228 2916 6837 8228 8228 6312 5697 8394
    110 7532 9030 9030 6252 9030 3200 7504 9030 9030 6927 6252 9030

    Int
    Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Demon Hunter
    100 569 1042 854 1042 1042 1042 1042 711 1042 1042 711 711
    101 1553 2844 2331 2844 2844 2844 2844 1941 2844 2844 1941 1941
    102 1778 3256 2669 3256 3256 3256 3256 2222 3256 3256 2222 2222
    103 2034 3725 3053 3725 3725 3725 3725 2542 3725 3725 2542 2542
    104 2305 4222 3460 4222 4222 4222 4222 2881 4222 4222 2881 2881
    105 2533 4639 3802 4639 4639 4639 4639 3165 4639 4639 3165 3165
    106 2778 5088 4170 5088 5088 5088 5088 3472 5088 5088 3472 3472
    107 3027 5543 4543 5543 5543 5543 5543 3782 5543 5543 3782 3782
    108 3321 6081 4984 6081 6081 6081 6081 4149 6081 6081 4149 4149
    109 3646 6677 5472 6677 6677 6677 6677 4556 6677 6677 4556 4556
    110 4002 7328 6006 7328 7328 7328 7328 5000 7328 7328 5000 5000

    Sta
    Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Demon Hunter
    100 890 890 890 890 890 890 890 890 890 890 890 2915
    101 2429 2429 2429 2429 2429 2429 2429 2429 2429 2429 2429 4252
    102 2781 2781 2781 2781 2781 2781 2781 2781 2781 2781 2781 4401
    103 3182 3182 3182 3182 3182 3182 3182 3182 3182 3182 3182 4600
    104 3606 3606 3606 3606 3606 3606 3606 3606 3606 3606 3606 4821
    105 3962 3962 3962 3962 3962 3962 3962 3962 3962 3962 3962 4975
    106 4346 4346 4346 4346 4346 4346 4346 4346 4346 4346 4346 5156
    107 4734 4734 4734 4734 4734 4734 4734 4734 4734 4734 4734 5342
    108 5194 5194 5194 5194 5194 5194 5194 5194 5194 5194 5194 5599
    109 5703 5703 5703 5703 5703 5703 5703 5703 5703 5703 5703 5906
    110 6259 6259 6259 6259 6259 6259 6259 6259 6259 6259 6259 6259

    Str
    Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Demon Hunter
    100 1455 626 886 647 626 1455 843 1206 626 551 1455 1206
    101 3971 1709 2418 1766 1709 3971 2301 3292 1709 1504 3971 3292
    102 4547 1956 2769 2022 1956 4547 2634 3768 1956 1722 4547 3768
    103 5201 2238 3167 2313 2238 5201 3014 4311 2238 1970 5201 4311
    104 5895 2536 3590 2622 2536 5895 3416 4886 2536 2233 5895 4886
    105 6478 2787 3944 2880 2787 6478 3753 5369 2787 2453 6478 5369
    106 7105 3057 4326 3159 3057 7105 4116 5889 3057 2690 7105 5889
    107 7740 3330 4713 3442 3330 7740 4484 6415 3330 2931 7740 6415
    108 8491 3653 5171 3776 3653 8491 4920 7038 3653 3216 8491 7038
    109 9323 4011 5677 4146 4011 9323 5402 7728 4011 3531 9323 7728
    110 10232 4402 6231 4550 4402 10232 5929 8481 4402 3875 10232 8481

    Race
    Name Human Dwarf Night Elf Orc Tauren Undead Gnome Troll Blood Elf Draenei Goblin Worgen Pandaren Neutral Pandaren Alliance Pandaren Horde
    Str 20 25 16 23 25 19 15 21 17 21 17 23 20 20 20
    Agi 20 16 24 17 16 18 22 22 22 17 22 22 18 18 18
    Sta 20 21 20 21 21 20 20 20 20 20 20 20 21 21 21
    Int 20 19 20 17 16 18 23 16 23 20 23 16 19 19 19
    Spt 20 19 20 22 22 25 20 21 18 22 18 19 22 22 22

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    #167 - 2016/04/25 10:25:00 PM
    04/22/2016 01:35 PMPosted by Jademcian
    Now, suppose you take Lonely Winter....

    Does this apply directly to Lone Wolf as well, with all the Vulnerable / Deadeye / Bullseye / Marked for Death and Rapid Killing with Deadly Aim interaction? I assume Lonely Winter and Lone Wolf would be carbon implementations given it is no longer specific abilities damage (sans True Aim)? What about Careful Aim?

    Murder of Crows scaled with Beast Mastery's mastery from increased pet damage, is this still true for Legion, and does that mean the Survival Murder of Crows will increase mastery procs of mongoose bite from the 'pets' attack in a similar way?

    Sidewinders are a little complex, but ...

    If I'm following that correctly... Sidewinders also move up and down?

    Can you explain the functionalities of the Potion of Deadly Grace and the Old War? The first says 20RPPM extending by 5s, so we can expect ~10 bolts per if maintaining x distance? Produced like Fel Lash?

    edit; since I missed the friday boat, popping in this last one real quick.
    Have a memory of bringing this up in WoD and never getting a response too:
    Is Aimed Shot being calculated correctly, and if so, what causes the variation in damage we see between Aimed Shots outside of any other manipulating buff? With static weapon damage shouldn't it be doing the same amount?
    IE https://www.warcraftlogs.com/reports/vZQzG47RpA8TPN2h#type=auras&pins=0%24Separate%24%23244F4B%24damage%240%240.0.0.Any%24681864.0.0.Hunter%24true%240.0.0.Any%24false%2419434&start=439483&end=451169&hostility=1&source=2.2&ability=198925&view=events

    Similar question for Bestial Ferocity (the bleed from Aspect of the Beast).


    Lonely Winter and Lone Wolf are significantly different; Lone Wolf is a pure % Damage increase, to ALL damage you deal.

    Any vertical movement of Sidewinders is purely visual.

    Potion mechanics are still up in the air a bit. Let's revisit that later on.

    Aimed Shot does have some random variance on it (10%).

    The Bestial Ferocity bleed has no variance on it. Not sure if that answers your question.

    04/22/2016 01:40 PMPosted by Carnizora
    For Protection Warriors:

    1. How does Ignore Pain gets calculated?

    http://legion.wowhead.com/spell=190456/ignore-pain

    says it is
    (15 * Attack power * Percent health)
    which is obviously incorrect.

    2. How does Never Surrender gets calculated?


    The "Percent Health" is leftover from a previous implementation. It's simply 15*AP.

    Never Surrender is a simple linear increase. Being at 25% health increases the Ignore Pain size by 75%.

    04/22/2016 01:46 PMPosted by Ariellè
    Guardian Incarnation currently seems to work exactly the same as Berserk did. That is the extra base Mangle hits don't grant any Rage. However since we no longer have a Rage generation mechanic from Crit, this doesn't seem to be correct. Is Incarnation intended to work this way, or should it generate Rage from regular hits now?

    Additionally, I'm assuming that a Gore proc wouldn't be multiplied by the number of Mangles that hit, correct?

    Further, is Incarnation intended to consume a GCD when used and/or trigger the "shape-shifting GCD"? It has in the past, but we mostly waved it off due to the 30s duration. Given that it's 15s now, it's come up again as a potential problem that needs clarification.

    Gore can currently proc even when Swipe or Thrash don't hit any targets. Is this intended, or a side effect of no longer being on Crit as the previous Primal Fury was?


    Guardian Incarnation should have the same 30sec duration as the other Incarnations; fixed for next build. Intended that Mangle generates rage per cast, not per hit. Intended that Incarnation consumes a GCD. We'll fix Swipe/Thrash to not proc Gore with no targets.

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    #168 - 2016/04/25 10:31:00 PM
    04/22/2016 01:57 PMPosted by Nymzee
    What's the chance to proc Mists of Sheilun?


    1 RPPM.

    04/22/2016 02:36 PMPosted by Kraineth
    What is is proc chance/mechanic for Ashamane's Bite?

    The ability references duplicating your current Rip. And it seems to effectively snapshot all of your temporary stat increases (except for crit) since it just copies however much your current Rip is ticking for on the target. Is that the intended behavior?

    It duplicates Rip; everything that affects that Rip also affects the Shadow Rip (crit can roll differently per tick, but the chance is the same).

    04/22/2016 03:02 PMPosted by Shandaren
    04/21/2016 06:36 PMPosted by Celestalon
    2) The chance is based on the size of the hit (more damage = higher proc chance), and your health % (lower health = higher proc chance).

    Full formula: (0.75 * Damage / MaxHealth) * (3 - 2 * HealthPercentAfterDamage)


    Regarding this formula (for Gift of the Ox spawn rate):

    - Does damage transferred to Stagger count towards the Damage value, or is it only damage directly taken?

    - Is the damage calculated pre-mitigation/absorb, or is it basically "amount of health lost"? (e.g., if you had a -50% damage taken effect, and a 50k absorb shield, then took a 200k hit, what would be the final value of Damage?)

    - And depending on the answer to the above: Can a dodged/parried/fully-absorbed hit spawn an orb?


    Damage is the full damage of the hit, before absorbs, before Stagger. HealthPercentAfterDamage is with stagger taken into account, but not other absorbs. Mitigation does reduce Damage. In your example, Damage would be 100k.

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    #174 - 2016/04/26 03:05:00 AM
    04/22/2016 04:39 PMPosted by Drownlord
    Actually Divine Storm seems to be the same as before, with only two small "storms" moving forward. Is that they way how Divine Tempest will work, or is this some kind of placeholder?


    Visual may be changing, and we may fix some bugs with it, but Divine Storm should not be hitting the same target twice. The second one you're seeing is Ashbringer's, from Echo of the High Lord.

    04/22/2016 04:39 PMPosted by Drownlord
    Does Shield of Vengeance benefits from thinks like Wings and/or other damage modificators?


    Tentatively, yes, though that may change in tuning if it proves problematic.

    04/22/2016 04:39 PMPosted by Drownlord
    How does Relentless and Blessing of Sanctuary interact within each other? Are they're acting additiv or multiplicative?


    Not sure how it currently works, but we're still considering both ways.

    04/22/2016 04:39 PMPosted by Drownlord
    If 3x Blessing of Might is intended, is it intended to „weave“ it for max DPS, too? Do we have to look for CDs of every DD to change BoM to those, of they push their big buttons?


    They'll likely end up persisting through death, and not being castable while in combat.

    04/22/2016 04:39 PMPosted by Drownlord
    What's the range for Greater Judgments additional hits? Seems like 8 yards.


    Yes, 8yd.

    04/22/2016 04:39 PMPosted by Drownlord
    Is "Retribution" part of Retri's DPS, or is it just some kind of "bonus"?


    Bonus.

    04/22/2016 05:15 PMPosted by Ferozan
    Can you explain why Dauntless is not affecting Execute like it should for Arms? I was trying to understand how the linearity of 10-40 executes would work for 8-32 executes, but ingame it appears to be really getting a strange behavior, like not spending full 32 executes on a 32 rage bar.


    Looks like there was a bug about how Execute consumes extra Rage with Dauntless. Fixed for next (or maybe next next) build. It should work as it sounds like you expect; normal Execute spends up to 40 to do X, Dauntless Execute spends up to 32 to do that same X.

    04/22/2016 05:18 PMPosted by Ezekiah
    Is Blessing of Tu'ure meant to have a 100% proc chance on crit? The text was changed, but the proc rate wasn't. Little unclear at the moment.


    It'll still be a chance. Tooltip will be fixed.

    04/22/2016 05:22 PMPosted by Lørentz
    To clarify Fortune's Bite behavior: it acts like 2 separate rolls - first one to decide which attack after previous proc will grant combo points(right now uniform 3-5 attack) and second one to decide how many combo points will proc (X% - 2 CP, (1-X)% - 1 CP)?


    Correct.

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    #176 - 2016/04/26 03:07:00 AM
    I think we've answered all the questions in the first 7 pages. Please re-ask if we've missed any, apologies!

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    #190 - 2016/04/26 11:18:00 PM
    04/26/2016 04:58 AMPosted by Thete
    So when the ill fated target of our greater blessing (something that our damage is being tuned around) is careless enough to get killed, which is fairly likely during progress (the only part of the whole raid system where our abilities matter a damn) then we can wave goodbye to a portion of our damage through no fault of our own?

    I know it's often said that dead dps does no dps, but this is taking it to a whole other level.


    Yes, and when YOU die, a fraction of your damage lives on. Unlike everyone else, when YOU die, you keep doing some DPS. Regardless, this is not a theorycrafting question, please take it to the feedback threads.

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    #202 - 2016/04/28 11:02:00 PM
    04/28/2016 03:56 PMPosted by Archimtiros

    Questions
    1. Are these effects meant to be hidden, or is there simply a missing spell ID, artifact trait, etc?

    2. If not, what actually enables them? Are they baseline, tied to the equipped artifact, different per spec, and so on?


    1) The former. When dealing with things as powerful as some of the artifacts players will be acquiring in Legion, sometimes mysterious things happen. Contrary to the spirit of the thread, I know. But there you have it.

    2) See question 1.

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    #211 - 2016/04/29 05:59:00 PM
    04/28/2016 01:10 PMPosted by Milyne
    Been something that's been bugging me for awhile, but I have a question regarding Light of Dawn.

    What is the radius/degree of the cone for Light of Dawn in the following regards?

    (1) Base
    (2) under Rule of Law
    (3) under Beacon of the Lightbringer
    (4) under Rule of Law + Beacon of the Lightbringer

    Thanks!


    Light of Dawn is a 90 degree cone, with range 15y without Beacon of the Lightbringer, 20y with (the tooltip implies 19.5; we rounded up). It is not affected by Rule of Law.

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    #213 - 2016/04/29 07:13:00 PM
    04/29/2016 08:02 AMPosted by Gahhda
    Can we get the scaling value for the proc rate on soul effigy agonys?


    Simple and accurate answer that is likely all you need for modeling: With Agony on 1 target and 1 Effigy, you will get 1.25x as many shards per unit time as you do on only 1 target.

    More detail: Agony still has a rising proc chance for each passing tick that doesn't give a shard. It's currently 2.5% on the first tick, increasing by 2.5% for each tick that goes by without a proc. This increasing value is stored on the player and is shared among all targets with Agony (the effective average proc rate per each tick of Agony is left as an exercise for the reader). The only new handling of Soul Effigy is: when a shard roll succeeds, it checks if the Agony that procced it was on a Soul Effigy. If so, it performs another roll with a 75% chance to cancel the shard (but still reset the player's shard proc chance in either case).

    If that constant (25%) ever changes, that will be reflected in Soul Effigy's tooltip.

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    #217 - 2016/04/30 02:14:00 AM
    Sorry for the delay on responses here, everyone. Will try to catch up when I get a chance, but it'll probably be a few more days. Swamped with other tasks. Just wanted to stop by and reassure you all that it's not forgotten!

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    #224 - 2016/05/03 02:08:00 AM
    04/29/2016 09:21 PMPosted by Klohakrin
    Without effigy there is hard cap on how many ticks of agony can occur without proc; you WILL get a shard within 40 ticks.

    While the mechanism you describe here does produce 25% more shards (on average) it removes that hard cap.... So you get more shards at the price of shard generation being slightly less reliable.

    I'd like to propose an alternate mechanism where for every tick of agony on an effigy you perform an accept/reject check (w/ 25% of ticks on effigy being accepted). If the tick is accepted it behaves identically to any other agony ticks; that is it can proc a shard normally and if it fails to proc a shard it increases the proc chance. If the effigy tick is rejected than it is unable to proc a shard and it has no effect on the proc chance.

    This alternate mechanism also produces about 25% more shards on average (in general it increases shards produced by about that acceptance chance), however it retains a hard cap on the number of non-effigy agony ticks that can occur without a proc.

    See http://imgur.com/3Wce2EV for a CDF of # of ticks (of the primary/non-effigy agony) required to get a proc when (1) not using effigy, (2) using effigy with the mechanism you described, (3) using effigy with the modified mechanism.


    We'll discuss this--the math here is correct, in that this suggestion would also produce an exactly 25% increased mean proc chance. The only difference is a slight decrease in variance of the proc time, (it's not exactly about a "hard cap", which is hit so rarely as to be irrelevant in practice). Either solution is likely totally fine in practice.

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    #225 - 2016/05/03 03:17:00 AM
    04/30/2016 05:52 PMPosted by Gahhda
    Can we get the precise mechanics of dimensional rift?

    Chaos Tear and Shadowy Tear both appear to use the actual spelldata for Chaos Bolt and Shadow Bolt Respectively

    None of the portals seem to scale with haste.

    Shadowy Tear appears to cast Shadow Bolt once every 2 seconds.

    Chaos Tear appears to cast a single Chaos Bolt and has spelldata suggesting 1 cast every 6 seconds but it appears to have the default Chaos Bolt cast time of 3 seconds.

    Chaos Portal appears to have a 250ms interval on casts that do 66.6% of spell power per cast, with a duration of 5 seconds. It's spelldata is split into multiple spells, and there's one spell it casts called Unstable Portal that I'm not sure the function of.

    So, primary questions are:

    Are they intended to scale with haste?
    What are the chances at getting each individual portal?

    General clarification of other mechanics would be greatly appreciated.


    Chaos Tear fires spell 215279 once; it's intended to always crit but there's currently a bug preventing that.

    Chaos Portal fires spell 187394 every 0.25s for 5.5s. Shadow Tear fires 196657 every 2s for 14s. Both of these will increase their cast rate with haste in the next build.

    Each portal has an equal chance of appearing.

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    #231 - 2016/05/04 04:54:00 PM
    In the upcoming build, Phoenix Flames should be proccing Heating Up/Hot Streak only from the single-target damage.

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    #234 - 2016/05/05 12:46:00 AM
    Don't remember offhand how it worked in the build you have now; in the next one, Nature's Essence is a fixed spellpower coefficient on 189800.

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    #244 - 2016/05/06 10:46:00 PM
    05/06/2016 12:33 AMPosted by Gahhda
    Does the Chaos Bolt cast by Chaos Tear benefit from normal multipliers to Chaos Bolt damage? IE crit chance / mastery / artifact traits.


    It does scale with your crit chance, not with your mastery or artifact traits that buff your Chaos Bolt.

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    #248 - 2016/05/07 01:20:00 AM
    Unanswered questions from Page 8!

    How does Demon Blades work?

    In the next build, it’ll change a bit. It’ll be 20*Haste RPPM, triggering off all auto attacks that happen while you’re not on GCD.

    Is it intended that Chaos Cleave effectively gives you two rolls at the fury refund?

    No. Chaos Strike already shares 1 crit roll between both its MH and OH hit. In the next build, that’ll also be shared with the second target hit.

    Is it intended that Chaos Blades causes mastery to double dip on spells that already benefit from mastery?

    Yes, though the tooltip is misleading. In the next build, Chaos Blades will do the following: Increase all damage done by X% (based on Mastery, same % as Mastery). Increase auto attack damage by 200%. Cause auto attacks to deal Chaos damage.

    Does Inner Demons have a chance to proc each time Chaos Strike deals damage, or just when its cast?

    Inner Demon is 0.85*Haste RPPM, with a 5sec ICD. It’s triggered on cast, but due to being RPPM, that’s irrelevant.

    What is Galactic Guardian eligible to proc off of?

    Alternatively can it proc from Brambles or RotS? Everything else I assume it would proc from.

    Galactic Guardian can trigger from any damage that is not a proc, and not Moonfire DoT ticks themselves (so it can’t extend virtually forever). So it could not proc from Brambles or Rage of the Sleeper.

    What is the base rage gain per white attack in Bear Form?

    7.875 for level 20 and up (It’s higher before that, but I doubt you care). It’s 1.75 baseline, * 2.5 attack speed, * 1.8 bear form multiplier.

    Can Shooting Stars proc from any Moonfire/Sunfire damage, or only periodic?

    Only periodic. I’ll update the tooltip to clarify that.

    Speaking of the Unholy artifact....are Sudden/Double Doom procs intended to buff Dark Arbiter? Currently they do. Is that intended behavior?

    Yes, intended.

    Also, the Apocalypse trait currently summons ghouls that hit for very little damage. Is that simply a tuning issue or intended?

    Not sure what “very little” really means, but they’re intended to be significant damage.

    Will a channeled spell's individual damage ticks each give a chance to proc the Blessing of Might damage, or is it only the initial tick?

    Also do spells that jump (i.e. Chain lightning) or spells that deal damage to other targets after a period of time (i.e. living bomb/seed of corruption types) proc from/to the initial target, or does each other target have the %proc on damage?

    All of it will be able to proc Blessing of Might. It applies to literally any damage that you deal, except itself. It’s a 3% average increase to damage done, should be no exceptions.

    In regards to the interaction between Lonely Winter and the trait It's Cold Outside, is there an increase in Fingers of Frost proc rates when Lonely Winter is talented? If so, how much?

    No.

    How is Strike of the Windlord handling cleave damage? 1/2^n or full damage to all targets

    Full damage.

    Is Frost Scythe intended to be tuned as a replacement for Obliterate when Killing Machine is up even against a single target, thereby adding additional quasi-passive cleave, or is it just intended to only be something used when there's more than one target to hit? Is it intended to be the standard filler (ie. replace Oblit) during high-target-count AoE?

    Baseline, it does less damage than Obliterate, even on crit, but scales with mastery, and only costs a single Rune (though it doesn't proc Rime). However, there are a fair number of effects that factor in, so additional questions about those factors:

    Is Nothing but the Boots additive or multiplicative? ie. does Oblit do 230% or 260% on crit with 3/3?
    Is Ambidexterity additive or multiplicative? ie. does it bump the offhand damage from 50% to 65% or 80%?
    Does Bad to the Bone increase the damage bonus as well as damage? ie. 3%/4%/5% per stack, or still 2%?
    What's the proc chance on Over-Powered?

    Frostscythe is intended to be higher priority than Obliterate with Killing Machine, and lower priority than Obliterate without Killing Machine, at any reasonable amount of Mastery.
    Nothing but the Boots is a 10% multiplicative increase to the critical strike bonus damage. So you deal 2.1x crits. If you have 2.5x crits for some reason, this would bump you to 2.65x.
    Ambidexterity is 10% multiplicative increase to offhand damage with those spells. So 10% Ambidexterity gives you offhand damage that is 55% of mainhand damage.
    Bad to the Bone is an X% increase to the damage of Razorice, and an X% increase to the maximum stacks of Razorice.
    Over-Powered is a 10% chance to generate X additional Runic Power, on landing Obliterate (not per hand).

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    #249 - 2016/05/07 01:20:00 AM
    Classes with 1,5GCD meant to be able to get down to 1 sec GCD through haste? Because it'll be hard without socket bonuses.

    1.5sec GCDs can be reduced to 1.0sec with Haste. There a very rare few things that can go below that (Moon and Stars, Adrenaline Rush, Voidform, Lingering Insanity, are the things I can think of offhand).

    What's the proc mechanic behind Lightning Rod? It's just listed as "10%" so is that a RPPM mechanic described incorrectly or something similar to the old trinket procs (and if so, does it have an ICD?)

    It is currently a 10% chance, no ICD, not RPPM.

    Are you sure Wild Growth is a smart heal? I thought that was changed in legion.

    Yes, sure.

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    #250 - 2016/05/07 01:40:00 AM
    05/06/2016 04:42 PMPosted by Manaleaf
    When you cast Flourish with Wild Growth on raid members, how does the healing work?

    Is the decay snapshotted so it's better to cast flourish right away?

    Does the decay continue such that the final tick is more heavily reduced with flourish than without?

    Does the decay reset?


    Any extension or refresh of Wild Growth resets the decay; it's essentially a freshly-applied Wild Growth (but with whatever duration it now has).

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    #251 - 2016/05/07 01:52:00 AM
    05/06/2016 04:53 PMPosted by Gahhda
    Alright sigma, you had to see this one coming!

    05/06/2016 03:38 PMPosted by Sigma
    In next build:
    1) The initial mana cost of Drain Life and Drain Soul is removed, which should be a noticeable cost reduction overall.

    2) Agony shard generation somewhat reworked: it will be higher on 1 target, and lower on 3 or more targets. In addition, it will be more consistent in all cases, in terms of time between shards.


    Care to elaborate on #2 for modeling purposes?


    Every tick of Agony, a hidden accumulator is incremented. When it exceeds 1, it generates a shard and rolls over the remainder to start the next one.

    The added value per tick is currently 0.16 on average, with some variance (we'll try to remember to update this since there's no way to see it in-game). Each added amount is divided by the square root of the number of Agonies you currently have active.

    When you have no Agonies out, the accumulator is cleared. When you next cast one, it's reset to a random value from 0 to 0.99.

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    #254 - 2016/05/07 02:35:00 AM
    And Page 9…

    How does the instant-kill on low % HP Demons and Undead mechanic work for Ashbringer? Is this even intended or is it just a leftover from an early build?

    10% chance on auto attack against non-elite non-player controlled demons and undead that are <50% health.

    Two clarifications for sweeping strikes.

    1) Is the incredibly small range intended?
    2) Is execute only supposed to cleave if the second target is also below 20%?

    The range is 8yd on Mortal Strike, not small. On Execute, it was 5yd, will fix that to 8yd.
    No, the second target does not have to be low health.

    Any chance we could get the intended procrates/chances on:

    Dragon Scales (Prot Warrior artifact trait)
    Scales of Earth (Prot Warrior artifact trait)
    Rage of the Valarjar (Fury Warrior artifact trait)
    Odyn's Champion (Fury Warrior artifact trait)

    Dragon Scales is 0.85*Haste RPPM on Blocking. (Likely to change to a % chance when we get to tuning.)
    Scales of the Earth always triggers, not a chance. (Likely to change to have additional triggering of the effect extend instead of refresh when we get to tuning.)
    Rage of the Valarjar is 0.7 RPPM on Rampage and Execute cast. (Likely to change to a % chance when we get to tuning.)
    Odyn’s Champion is 0.7 RPPM on Rampage cast. (Again, likely to chance to a % chance when we get to tuning.)

    Destruction's Chaotic Instability artifact trait increases the crit damage of chaos bolt by 15%. Is that x * ( 2 + 0.15 ) or x * 1.15 * 2?

    The tooltip is misleading here (we’ll get that fixed). It’s X% to the critical strike bonus damage. So the actual increase to total crit damage is half that.

    Any chance Smack/Claw/Bite has a +-18% variance added in some where?

    Yes, it has 35% variance, which is +/- 17.5%.

    What is the velocity of Explosive Shots projectile?

    20*Mastery yd/sec

    You answered how shadow rip works butt now how it is procced.

    Oh, sorry. ComboPoints * 1.5% chance on Ferocious Bite landing.

    Will healing potions scale in any form for tanks like they currently do with resolve? Max HP % maybe?

    Not currently, no.

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    #261 - 2016/05/07 10:03:00 AM
    05/06/2016 08:56 PMPosted by Deathköw
    The new buff to the unholy dk talent, unholy frenzy, is awesome, but how does the duration work?

    Is the duration based off of your current attack speed? So basically you pop 1 wound and gain a 4 SECOND duration with 0% atk speed. Afterwards you pop a second wound while frenzy is up and add 2 SECONDS to your current duration (at this time you would have 100% atk speed).

    And this is not hypothetical, I am noticing a 3-4 sec. duration on frenzy and then popping a 2nd wound after the first wound grants you half of what the 1st wound would give you.


    Just a bug. 2sec is intended (for now, pending tuning, of course). It extends when reapplied.

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    #268 - 2016/05/07 07:50:00 PM
    05/07/2016 07:50 AMPosted by Dreyen
    I don't get the bear autoattack rage gen formula, you say it's 1.75 base X 2.5 attack speed X 1.8 bear bonus... Does this mean it doesn't scale with haste?


    It does scale with haste. That's base attack speed.

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    #269 - 2016/05/07 07:52:00 PM
    05/07/2016 08:38 AMPosted by Gahhda
    Easy enough to model, but for accuracy's sake I have to ask, what's the actual formula for the accumulator value? Not modeling the variance will lead to less accurate results.

    Random(0,0.32)

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    #270 - 2016/05/07 07:53:00 PM
    05/07/2016 08:30 AMPosted by Pyrelinia
    Can you further elaborate on how this new system interacts with Effigy?


    Currently, there's nothing different about Effigy. The hope is that that divisor by sqrt(count) is enough to bring it down to a reasonable level. We'll see.

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    #271 - 2016/05/07 07:55:00 PM
    05/07/2016 09:33 AMPosted by Deathköw
    Appreciate the response, but while I am on the subject of UF, does the 100% atk speed affect AOTD ghouls and risen skulker? I assume it wouldn't for risen skulker because he is always CASTING a spell which is the same as gargoyle and spell casting is usually affected by haste.


    The pets and guardians inherit Haste from the DK, not attack speed. They get no benefit from it.

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    #272 - 2016/05/07 07:55:00 PM
    05/07/2016 12:21 PMPosted by Frostedmages
    Should Phoenixs Flames be benefiting from Critical Mass?


    It will in the next build.

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    #274 - 2016/05/08 01:13:00 AM
    Answers to Page 10 questions!

    First, a general note. I’ve been mentioning things like “but that may change in tuning”, etc. That’s vague and not exactly helpful. I’m going to try to note what spell IDs (or whatever else) to watch for changes on datamining for, so you can see when they change, at least for things that are datamineable.

    Verification for Lightning Shield's proc details (% chance, ICD, etc.)?

    Whoops, missed that question originally. Sorry about that. 50% chance on dealing or taking melee white or yellow damage, 3.5sec ICD currently. That’ll almost certainly change due to the haste breakpoints it’d cause. Keep an eye on Spell #192106’s proc data.

    Does Blessed Hammer simply not proc Grand Crusader, or is the proc chance just super low? I don't think I've actually seen it reset the CD on AS at all, yet Hammer of the Righteous (the ability it replaces) does, as expected.

    This was a bug in a previous build that I believe has since been fixed. It should trigger Grand Crusader at the same chance as Hammer of the Righteous does.

    Didn't even really explain how the damage works. It is my understanding that it copies only the absolute tick damage and crit chance of the Rip at the time the Shadow Rip is applied. TF, BT, SR, stats, and all other modifiers are not directly copied, only indirectly due to copying the tick damage. This also means that Shadow Rip effectively snapshots AP, crit chance, mastery, and versatility at the time it is applied. Is that all correct? And if it is, could you clarify whether it a) copies the damage of the most recent tick (excluding critical multiplier if applicable) or b) calculates the Rip's current tick damage on the fly?

    Currently it snapshots based on calculating the Rip’s current tick damage on the fly. That may cause some issues; we’ll keep an eye on it and may change that during tuning.

    I have pretty conclusive evidence for 113 targets but I suppose I'll ask anyway just in case: crit suppression is gone, right?

    Confirmed.

    Can you rebuff a Greater Blessing, it the Ally with one of them died (infight)?
    Back to the Vengeance Aura: If a group gets hit by a AoE-Stun (or other CC) and let's say 4 ppl are CC't, do i get 4 stacks? Just to be clear that, so i can check the CC's and report Bugs.
    Will Pure Heart proc on every heal, included HoTs? In the Past that caused many trouble due to the animation that comes every seconds and had a huge impact of the FPS. Also it was very annoying because of the sound of cleanse.
    Does Holy Ritual works with Greater Blessings as well?
    The limitation for Greater Blessing #Infight - sames goes for PvP (World PvP, Battlegrounds, Arena, Rated and unrated)?
    Will there be updated Animation for Equiality and Word of Glory?
    How will Divine Hammer and Law and Order work? Does Divine Hammer applies the slow on every target in it's area, or just on your current Meleetarget?
    Edit:
    Does The Fires of Justice and Divine Purpose interact with all HP Spenders? Actually they doesn't.
    Will the Judgment-Debuff from Retribution Paladins also counts for other Retribution Paladins, or just for me?
    Edit:
    Regarding Greater Blessing of Might:
    We already know, we can't buff Gr. Blessings infight, one Blessing of Might should be around 3% of our damage and we can use Might up to three times.
    How will we be balanced around it?
    1x Gr. BoM = 100% of our DPS and the other two Mights are a bonus like the Retribution passive? Or will it be 3x Gr. BoM = 100% of our DPS without the Blessing being "bonus damage"?

    Greater Blessings are indeed now uncastable while in combat, and persist through death.
    An AoE Stun on 4 nearby allies would give 4 stacks of Vengeance Aura.
    Pure of Heart triggers off of any non-proc’d healing. Yes, the visual is rather noisy, we’ll probably only show it if the target is actually diseased/poisoned.
    Holy Ritual does not currently trigger from Greater Blessings (likely not as relevant anymore, now that they’re not castable while in combat).
    Law and Order currently does not interact with Divine Hammer. (Watch Spell # 204934)
    Fires of Justice and Divine Purpose should work with all Holy Power consumers. There are likely some bugs there, we’ll get those fixed.
    The Judgment debuff only affects the casting Paladin, not other Paladins.
    Retribution Paladins will be balanced with the expectation that they’re using 3 total Greater Blessings (not necessarily just Might).

    Does stellar flare benefit at all from the Mastery empowerment gains?
    How much is stellar flare gaining from lunar and solar empowerments in the previous build, and Stellar empowerment in this build?

    The full amount.

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    #275 - 2016/05/08 01:13:00 AM
    Has there been any talk about how Blade Dance, when paired with First Blood, targetting the top left target instead of your current (or the closest) for the increased damage? This can be an issue when considering a priority add in an AoE pull.

    There are some bugs with this, which will likely be fixed for the next next build, but the intention with First Blood is this:
    If you have no target, it picks a target in front of you, like most other attacks (like hitting Tab).
    If your selected target (from either beforehand or just autoselected) is in the area, it’s chosen as the First Blood target.
    Otherwise, the closest target is chosen as the First Blood target.

    Also, for Chaos Cleave, what is the current modeling for the secondary target?

    Not quite sure what you are asking, but it looks like there were a few bugs here, that’ll be fixed for next next build.
    It was a simple 5yd chain, now it’ll be an 8yd chain with standard melee chain targeting rules (must still be in front, and still be within melee range).

    Do we also have a proc rate for Demonic Appetite?

    Currently, 50% proc chance, 15sec ICD. Watch Spell # 206478 for any changes.

    Does Balanced Blades cap out, or get infinitely better as more adds appear?

    Currently, it’s uncapped. It’s based on the number of targets within the area at initial cast time.

    Hi is Sheilun's Gift supposed to be consuming all the clouds or should it be capping at 6 clouds consumed per cast as the tooltip suggests?

    All.

    - For classes based on rage generation, how many rage are gained with each landing auto-attack ?
    - if Brambles damage reduction is based on AP, what is the conversion formula to get dr value ? edit : alright, didn't noticed it was in the tooltip... thx Arielle.
    - What is the base range of Bramble on-use effect (when used with a barskin) ?
    - Last time I checked, it wasn't affected by Balance Affinity. Intended ?

    Assuming player level >20, it’s a base rage generation of 1.75*WeaponSpeed. Many specs have passives or other effects that increase their Rage gen, such as the +80% of Bear Form that was previously mentioned.
    Barkskin Brambles damage is an 8yd radius. It wasn’t benefitting from Astral Influence, will be in next next build.

    For Mother Shahraz's Seduction (When you enter Voidform, every 4 sec of remaining duration on Lingering Insanity grants you an application of the Voidform Haste bonus.): does this also affect the drain of Insanity? E.g.: I get 4 stacks when entering VF so it starts out at 5 stacks, will my Insanity drain at 8/sec or 10/sec starting out? Second question: what sort of rounding is used in determining the number of stacks received?

    For The Twins' Painful Touch (Your first Mind Sear cast after entering Voidform spreads Shadow Word: Pain and Vampiric Touch to all enemies within 10 yards of your target.): if I don't have SWP or VT on my current Mind Sear target, does SWP+VT get applied to all targets hit by Mind Sear?

    Legendaries are still in a bit of flux, and details like this are likely to change in tuning. I believe they are currently, or will soon be testable on alpha, so give them a try there, to experiment. Later in the process, I’ll try to answer what I can about them, once they’re a little more solid.

    Tier bonus question: is the 4P (Void Bolt is castable without a cooldown upon entering Voidform for 6 seconds) hasted or a flat 6sec?

    Currently flat 6sec. That does create Haste breakpoints, though probably minor enough to accept. If not, we can change it to just affect the first X Void Bolts.

    Does Phoenixs Flames benefit from the 0.75s travel time cap that other Hot Steak / Heating Up generating spells do?

    Not currently, but it will in the next next build.

    What is Blizz's distinction between the phrases "Healing Over Time", "Healing Over Time Effects", and "Periodic Healing"? And I suppose relatedly, what is "Direct Healing"?

    These are terms we've used and seen a lot over the course of WoW, but their definitions have always been... squishy. For example, on Warlords Tranquility is flagged as "Periodic Healing" for the purposes of Harmony, but Divine Hymn is flagged as "Direct Healing" for the purposes of Echo of Light, despite them being almost identical spells.

    Those are a bit… squishy, indeed (especially the meaning of “direct”). It’s something we’re always trying to improve our accuracy on. Feel free to ask about any questionable cases.

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    #276 - 2016/05/08 01:13:00 AM
    I'm also interested in untangling the Grovewalker trait for Druids. The trait applies to our "Healing Over Time", but does not apply to either Efflorescence or Tranquility, which are both tagged as "Periodic Healing" for the purposes of our Warlords Mastery. (The only reason we can tell is because of an unrelated bug with Grovewalker, though :P)

    Grovewalker fixed to include Tranquility and Efflorescence for next next build.

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    #277 - 2016/05/08 01:15:00 AM
    05/07/2016 04:16 PMPosted by Ruiizu
    Is Divine Steed boosted by Heart of the Crusader (which would seem logical given that it's a mount)?


    Yes.

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    #278 - 2016/05/08 01:34:00 AM
    05/06/2016 03:50 PMPosted by Totallite
    Does the new Light's Wrath have any kind of cap (in damage or healing) or does it just scale linearly with number of Atonements out?


    No cap in current version. We'll watch for whether it's needed now that the scaling with Atonement targets is much less drastic. The only problem case I can recall offhand is one legendary, which may get redesigned in an upcoming build.

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    #279 - 2016/05/08 01:39:00 AM
    05/06/2016 08:43 PMPosted by Evandril
    With Flourish introduced, we have the potential for having Wild Growths from two casts present simultaneously. How does target selection for the second Wild Growth work?

    Will they prioritize lowest health targets regardless of existing Wild Growth buffs?

    Will they prioritize lowest health targets without Wild Growth?

    Is Wild Growth will benefit from HoT rollover like other spells to conserve healing? We've never dealt with this situation before.


    It always prioritizes lowest health. When it overwrites an existing HoT, it should benefit from the pandemic effect (have to verify later if it does currently, since it's never mattered before, but it's intended to).

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    #280 - 2016/05/08 01:57:00 AM
    Page… 11!

    I know Windwalker has several "hidden" stuff. Such as

    Transfer the Power (not the artifact trait, but the buff that is associated with the trait). This one actually takes a while to test to make sure that a) it's working and b) if the tooltip is correct or not (it's not last I checked).

    http://legion.wowhead.com/spell=195321/transfer-the-power

    This one wasn’t hidden, just broken. Fixed for next next build.

    1) What is the cap for Ignore Pain's absorb? From testing it seems to be IP's absorb value * 2.

    2) How does that cap take into account Never Surrender, Indomitable, and Dragon Scales?

    Yes, the cap is 2x IP’s size at cast time. That cap takes into account all of the things that affect it. There’s a bug that the cap wasn’t including Indomitable, which I’ve just fixed for next next build.

    1) What's the scaling % factor for Opportunity Strikes based on the % health of the enemy? And does this effect different targets differently such as enemies that begin at certain % health or end the fight at a certain % other then 100 / 0 respectively.

    Simply up to X%, linearly based on missing health. 0% chance at full health. 30% chance at half health.

    1)What is the damage % that Ashbringer mimics Templars verdict and divine storm at?

    15%.

    2)Also does Healing storm artifact passive scale with AP/ affected by crit/versatility?

    Yes, it scales with AP (watch Spell # 215257), and can crit and benefit from versatility.

    Soul Fragment questions (for Shear, Shattered Souls, and Demonic Appetite):
    Within what radius do fragments spawn?
    Do they spawn around the target or the player?
    Is the delay before fragments can be consumed a flat amount or travel-based (distance/velocity)?
    What is the fragment trigger radius? Within how many yards do I have to be to consume a fragment?

    Not sure how exactly this level of detail is relevant to theorycraft, but…
    They come from the target. They travel at 25y/s to a random point 2-5yd from a point 15yd to the front right or front left (alternating) of the target.
    At that point, they spawn and are active to be picked up, and are triggered when you get within 6yd of them.

    Does Stagger still count as "armor" for the purposes of things that penetrate armor?

    Things that ignore armor (due to being either magical damage, or armor-ignoring physical damage like bleeds) are affected by Stagger at half the normal coefficient.

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    #282 - 2016/05/08 03:26:00 AM
    Keepin’ this train rolling… Page 12!

    For the Vengeance Demon Hunter, the Artifact Talent "Siphon Power", what is the scaling on it? It is based off percentage of health taken or what is it based off of? What is the scaling for 1-20% Is it based off a single hit or every bit of magic damage over the duration of Empower Wards?

    Second, does Fiery Brand work in the way of reducing only damage the enemy with the debuff does to you, and not any Environmental damage the enemy causes, such as on Blackhand?

    Third, does Darkness make it so that you can avoid certain mechanics? Say you placed it in melee and the boss does an ability that targets melee, is there a chance for it to fizzle or does it roll and if one person dodges the next person does a roll to see if they dodge it. If its the latter and all the melee dodges does it then fizzle or go onto the range?

    1% Agi for every 1% Max Health taken, max 20%.

    Questions:
    What abilities/auras will reduce the GCD below 1.0sec?

    What is the new limit?

    Is this floor value the same for all abilities/auras, or will each spec have different limits?

    It’s not a new limit, it’s that some abilities can bypass the 1.0sec cap.

    Assassination Rogue:
    How Kingsbane is assumed to interact with Deadly Poison(both ticks and instant damage)/Wound Poison/Agonizing Poison? Should Master Poisoner work with it?
    Is Agonizing supposed to not let apply Deadly and Wound Poison? If yes, how Poison Knives/Deadly Alchemist should interact with Agonizing then? Envenom buff? Master Poisoner talent?
    How Blood Sweat picks targets?
    Poison Bomb(Major Artifact trait) ticks shrink with Haste. Intended?

    Kingsbane triggers additional damage whenever Deadly, Wound, or Agonizing Poison is applied (Agonizing was bugged to not count, fixed for next next build).
    Master Poisoner should affect Kingsbane, but wasn’t. Fixed for next next build.
    Agonizing Poison is exclusive with Deadly and Wound, yes.
    Poisoned Knife should work with all poison combinations and talents. There were several bugs here though, which should be fixed for next next build.
    Blood Sweat chooses a random target that has a smaller or no bleed of that type. (Smaller in terms of total damage remaining left in it.)
    Poison Bomb does not interact with Haste.

    Can we get the formula for artifact research increase to artifact power gained?

    This is still being tuned, best to keep an eye on it as testing progresses.

    Since it is currently not working, when dealing with the Gale Burst artifact trait, is that all damage done (including trinket procs) or just abilities done.

    Secondly how will it show up in the combat log? As a separate line using this spell:

    http://legion.wowhead.com/spell=195403/gale-burst

    Or will it be added to Touch of Death's damage:

    Touch of Death's damage = HP + Gale Burst's damage

    It will be added to Touch of Death’s damage, not be a separate damage event. There were several bugs with this calculation, that have been fixed for next next build.

    Is death from above triggering True bearings cd reduction twice an intended interaction? Currently procs cd reduction once on the aoe, again on the run through.

    Unintended. Should be fixed for next next build.

    A guardian druid talented with Brambles and Rage of the Sleeper active versus Cenarius with his Dread Thorns ability active (50% damage reflect). What is the interaction between the two on a single action (both offensive and receiving)? Is there a limit in damage bounces or does reflected damage in general not trigger other damage reflects? Assuming something changed since neither the Guardian Druid or Cenarius instantly died unlike previous cases with guardian class trinket in The Nexus timewalking.

    Reflected damage should not trigger other damage reflects.

    How are supposed to work the speed and slow debuffs on Chronomatic Anomaly and Grand Magistrix Elisande ?
    How do they interact with each other and the "normal timeline" ? Snapshot ? Dynamically ? Differences between DoTs, HoTs, Bleeds, CDs, Buffs ? It wasn't consistent between pulls (even in a same pull).

    Will my buffs (like Arcane Power) be dynamically updated according to my current speed debuff ?
    Is it intended to snapshot our buffs in slow just before switching to fast in order to optimize our DPS ?

    Some clarifications on those new mechanics would be very helpfull.
    Thanks for your time

    There’s still several bugs with this type of effect, but the intention is…
    No snapshotting, it’s all dynamic.
    Buffs, debuffs, HoTs, DoTs, CDs, spell charges… You name it, everything on the affected unit should be affected.

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    #283 - 2016/05/08 03:26:00 AM
    Wondering if you could clarify the Unholy DK artifact trait "Armies of the Damned". Do the effects only apply to the Death Knight or to anyone who hits the target with the debuffs?

    Do to some bugs it's hard to know, but it would be nice to know if my group or just myself will be benefiting from the debuffs (such as Death or Famine).

    It’s just damage done to and taken from the Death Knight (was bugged to be from the Ghoul, that’s fixed for next next build).

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    #284 - 2016/05/08 03:36:00 AM
    05/06/2016 07:05 PMPosted by Rothulian
    They melee for about 600 damage. And their Claw ability hits for about 1000. This is level 110 with 821 ilvl.


    That's the same as the normal Army of the Dead (which is likely underpowered, but we'll resolve that in tuning).

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    #285 - 2016/05/08 03:41:00 AM
    Can we get some kind of info on the new neck enchants (Loyal Druid, Fallen Sentinels, Trickster)?

    Hang tight on these, there are some changes incoming to these.

    Fury per proc on Demon Blades = Demon Bite?
    Demon Bite Legendary Ring work on Demon Blades?

    20-30 Fury generated.
    Not sure if that Legendary currently works, but it should.

    What is the Crit -> Dodge conversion going to be for Guardian Druids? Is it 1:1 per percentage / rating?

    1 Crit Rating -> 1 Dodge Rating

    Is this intended that Haunt does not reset its cooldown while doing actual killing blow?

    No, just a bug.

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    #287 - 2016/05/08 03:55:00 AM
    05/07/2016 07:45 PMPosted by Chequer
    Grimoire of Sacrifice hit is called Demonic Power, looks like on Skada it can crit but it also count as a damage spell to trinkets like Xaviu's "Bought of Corrumption" .

    Also, Grimoire of Sacrifice on this build don't give us Command Demo ability, intended?

    Impish Incineration: Increase 3% of player damage or Demonic Power's dmg ?

    Burning Hunger: Flat 30% increase or 30% of players crit chance ? On this build it's a flat 30% increase.

    Dimensional Rift stops working on move. Intended or casting on move was a bug?

    Suggestion: Increase chance of Dimension Ripper trait but instead of granting a full charge gains 15sec, would be better to manage charges to a burst or near future event.

    Yes, Demonic Power (from Grimoire of Sacrifice) can crit.
    Yes, it's intentional that Grimoire of Sacrifice does not give you a utility ability anymore.
    Impish Incineration will increase Demonic Power damage by 50% in the next next build.
    Burning Hunger is a flat increase to crit chance (which may be overpowered, but we'll get to that in tuning).
    Dimensional Rift should not be castable while moving.

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    #288 - 2016/05/08 03:56:00 AM
    05/07/2016 08:45 PMPosted by Marokk
    Just to make sure I'm understanding this correctly, the cap is determined by the most recent cast of IP?

    As an example, lets say you have a first cast of 300K (cap 600K), then you have a Dragon Scales proc/Never Surrender/etc that brings the next cast to 500K. When you cast that 500K IP on top of the first one, I assume the cap is now 1000K? Also, what if you cast a third IP for another 300K absorb, is the cap 600K again? What happens to the extra absorb that's over the now 600K cap?


    All correct. In the last case, the extra is removed.

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    #289 - 2016/05/08 03:57:00 AM
    I believe we're caught up with all questions up to this point! Phew!

    I'm sure we've missed a few; there have been so many. Please feel free to repost them if so! Thanks!

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    #293 - 2016/05/08 04:38:00 AM
    05/07/2016 09:08 PMPosted by Delritha
    You never did confirm whether the Gale Burst includes all damage (ToK, Trinket procs, etc) or just abilities you do (TP, BoK, RSK, FoF, etc).


    All damage you deal to the target.

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    #294 - 2016/05/08 04:39:00 AM
    05/07/2016 09:09 PMPosted by Cyous
    05/07/2016 08:26 PMPosted by Celestalon
    It’s not a new limit, it’s that some abilities can bypass the 1.0sec cap.

    List of abilities?


    I don't have a good way to find all abilities that do this in the game, but I listed the ones I can think of offhand earlier: Adrenaline Rush, Voidform, Lingering Insanity, Moon and Stars, Quickening.

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    #296 - 2016/05/08 06:03:00 AM
    Yes, we can always check if you ask about a specific ability (will look at Starlord next time we come back to this).

    Voidform is an odd case worth spelling out for theorycrafting. It has a GCD reduction on it, which is set to a custom amount every time VF increments and changes its haste value. It sets the GCD reduction equal to the MIN of [% haste currently being granted by VF] and [whatever would make the GCD equal to the cast time of a 1.5s spell]. The way to think about this, conceptually, is that all of your other haste (from sources other than VF) is capped at 50% for GCD purposes, just like always. But haste from VF can reduce the GCD below that.

    When VF ends and Lingering Insanity is applied, LI maintains the same level of GCD reduction that was being used whenever VF ended.

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    #301 - 2016/05/08 10:16:00 AM
    05/08/2016 03:01 AMPosted by Pawketsz
    Is the random amount of fury Demon's Bite / Blades generates an integer or a decimal value between the min and max?

    Integer.

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    #308 - 2016/05/08 10:57:00 PM
    05/07/2016 11:03 PMPosted by Sigma
    Yes, we can always check if you ask about a specific ability (will look at Starlord next time we come back to this).


    Starlord reduces the GCD caused by the buffed spell by 8%.

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    #315 - 2016/05/09 07:54:00 PM
    Update on Hot Streak mechanics, to account for the new design of Fire's rotation.

    Previously, there was a 200ms (or 500ms for Scorch) delay after getting a non-crit before Heating Up would be removed. That was so that you had a window to cast an Inferno Blast, even if you were in melee range so your Fireball travel time was near-instant. Now that you can cast Inferno Blast while casting other spells, that's no longer needed (and was actually potentially exploitable), so has been removed.

    However, there is still one nuance of note: You cannot lose Heating Up within its first 200ms. This is because the core gameplay sequence involves simultaneously casting a Fireball and a Pyroblast now, and it felt quite bad to get a Fireball crit followed immediately by a Pyroblast non-crit, and see Heating Up flash up and then disappear, and worse, potentially miscasting an Inferno Blast right after.

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    #317 - 2016/05/09 11:44:00 PM
    05/09/2016 01:11 PMPosted by Kaedys
    Does this mean that, in the case of getting a crit Fireball, and then a non-crit Pyro, within that 200ms window, the Heating Up will not be lost at all? Or that it will be guaranteed to persist for the 200ms, but if a non-crit happened during those 200ms, the Heating Up will still be lost at the end of that 200ms?

    In other words, are non-crits during that 200ms ignored entirely, or are their effects (losing Heating Up) simply delayed for that 200ms to open a window to use Inferno Blast?


    Won't be lost at all. Non-crits within that window are ignored entirely.

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    #320 - 2016/05/10 01:39:00 AM
    05/09/2016 05:51 PMPosted by Gahhda
    Can you confirm that the 50% 'nerf' to chaotic instability in this alpha build was actually just changing it to x * 2 * 1.075 from x * ( 2 + 0.15 )?


    The tooltip formula was fixed. Actual value was also halved, because it was likely too strong, but we'll see in tuning.

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    #325 - 2016/05/11 01:45:00 AM
    05/10/2016 04:50 PMPosted by Frostedmages
    Is Arcane Familiar increasing mana based on your base mana, or based on the max mana when it is summoned?


    It's a multiplicative increase to your total mana.

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    #329 - 2016/05/11 10:33:00 PM
    Beacon of Virtue is currently random injured, with the proviso that it always chooses your main target.

    Rule of Law doesn't increase the radius.

    List of things I can think of that are currently intended not to add healing to PotSH: Holy Shock, Aura of Sacrifice, Aura of Mercy, Lay on Hands. Let us know any others and we'll either fix them or clarify that they should be on the list.

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    #332 - 2016/05/12 10:44:00 PM
    05/11/2016 06:06 PMPosted by Portablez
    In the most recent build, Phoenix Flames no longer applies ignite. Is this intended design wise, should I be factoring this in to my fire stuffs.


    No, Phoenix's Flames will be able to trigger Ignite. Just a bug.

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    #345 - 2016/05/17 02:22:00 AM
    05/13/2016 01:27 PMPosted by Gahhda
    Does backdraft reduce the gcd of incinerate/chaos bolt?


    Currently no.

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    #346 - 2016/05/17 02:33:00 AM
    05/13/2016 11:48 PMPosted by Terrynlock
    Does Doom operate like a standard dot, with a partial tick at the end of the duration if haste allows?

    IE: You have enough haste, doom ticks every 15 instead of 20 seconds. Is there a partial tick 5 seconds later? If so does it generate anything else that a normal doom tick would (shards, imp from talent) or does the dot duration only continue to allow for pandemic to allow you to keep doom rolling without interruption?


    Doom does have partial ticks on expiration like any other periodic (noting here that you typically wouldn't let it expire in a normal rotation). The partial tick does have a prorated chance to generate a Shard and an Impending Doom proc.

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    #351 - 2016/05/18 07:21:00 PM
    An update for tank theorycrafters:

    The diminishing returns equations for avoidance should be updated in an upcoming build. It is generally simplified and unified across all of the classes, and also adjusted to make sure it prevents avoidance from getting excessively high during the expansion.

    For people familiar with avoidance DR, the basic setup is unchanged: it applies to dodge or parry from Agility, Strength, rating, or crit-rating passives, but not to the base 3%. The new DR curve is:

    A = P/(PV+H)

    A is the final % [dodge or parry], after DR
    P is the % [dodge or parry] from the above sources, before DR
    V is 0.0315 for Demon Hunters, 0.018 for everyone else
    H is 1/0.97 for Druids, 1/0.94 for everyone else

    (For people who remember that there used to be another variable F that varied by class and avoidance type--in this data, F is 1 in all cases).

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    #361 - 2016/05/19 01:56:00 AM
    05/18/2016 02:13 PMPosted by Swol
    Static Overload for shamans:


    On 10% of your Chain Lightning casts, your mastery rolls an auto-success against each of the targets.

    05/18/2016 03:40 PMPosted by Aladya

    Lay on Hands actually works.


    That probably hasn't made it to beta yet; check next time. Thanks for the note on the others, will look into them. Most of them should probably work.

    05/18/2016 04:08 PMPosted by Delritha

    So basically the old formula doesn't change (possibly the removal of F) and the values for H and V were standardized for the most part.


    Correct, I was just restating it so everyone knew what it was. It's only a change to the various coefficients, making them mostly standard on all the tanks.

    05/18/2016 05:12 PMPosted by Daddylow
    Do the avoidance diminishing returns apply to avoidance gained from abilities? For example, will parry DR be calculated before or after the %parry from Demon Spikes is added?


    It doesn't apply to avoidance from abilities, just from gear.

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    #379 - 2016/05/27 04:29:00 AM
    Just to update people, feel free to keep posting questions here, and we'll still try to get to them. Been away for a bit, and been hyper-busy lately, but hoping to find time soon(tm) to go through questions again.

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    #390 - 2016/05/28 09:23:00 AM
    This build does have a 750ms minimum GCD in all cases. This is something we're trying out provisionally to see how it works on beta.

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    #404 - 2016/05/30 07:53:00 PM
    Trying to get caught up on questions again here. (*tychusgif*)

    Some of these may be out of date at this point, but trying to go through them all, in order.

    05/07/2016 09:32 PMPosted by Ruiizu
    The legendary plate boots for Death Knight/Warrior/Paladin grant movement speed equal to Haste. However, movement speed does not appear to increase from temporary gains (Sanctified Wrath, for instance, did not increase my movement speed). Is it intended to only work from permanent haste, or is this a bug on the item?


    I believe this has been fixed by now.

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    #405 - 2016/05/30 08:41:00 PM
    05/08/2016 04:55 AMPosted by Gebuz
    About the 30% haste buff (and debuff) on Chronomatic Anomaly, Grand Magistrix Elisande, and Gul'dan, will it reduce GCD? seems like a class like SP could struggle a lot to maintain their rotation if GCD is reduced to 0.5s.


    It's important to note the effect used in those encounters is not Haste. It modifies the rate that time passes, on affected units. That unit's GCDs, cooldowns, cast times, duration of buffs and debuffs, and tick rates of periodic effects on them, will all be affected. There is still an ultimate floor on GCDs of 0.5sec, that these effects won't push you past.

    05/08/2016 09:46 AMPosted by Sstatus
    How does the diminishing returns on Last Defender for pallys gets claculated ?


    1 - 0.97^TargetCount.

    05/08/2016 10:08 AMPosted by Munkadin
    Does Fiery Brand work in the way of reducing only damage the enemy with the debuff does to you, and not any Environmental damage the enemy causes, such as on Blackhand?


    Correct. Mechanically, Fiery Brand's damage reduction is similar to a single target version of Demoralizing Shout.

    05/08/2016 10:08 AMPosted by Munkadin
    Second, does Darkness make it so that you can avoid certain mechanics? Say you placed it in melee and the boss does an ability that targets melee, is there a chance for it to fizzle or does it roll and if one person dodges the next person does a roll to see if they dodge it. If its the latter and all the melee dodges does it then fizzle or go onto the range?


    Each affected player individually gets a +20% chance to be missed by melee, ranged, and spell attacks. Some encounter mechanics may bypass this if needed to ensure the encounter still functions. The intent is for it to work as a different form of damage reduction for a group, such as against Megaera's intermissions. It's not intended to give you a random chance to avoid phases or major mechanics, such as Mannoroth's Doom Lords.

    05/08/2016 12:39 PMPosted by Ruiizu
    What is the damage formula for Justicar's Vengeance?


    Currently 8*AP. Watch for datamining on spell #215661.

    05/08/2016 12:39 PMPosted by Ruiizu
    Also, how does Hammer of Reckoning work? In what way does its base damage of 240% spell power increase from damage taken by targets of your Greater Blessings? Need clarification please, regarding the cap on damage, how damage increases it, how long that stored damage lasts, etc.


    It deals 2.4*SP base damage. Taking damage gives you a stacks of a buff which increases its damage by 1% per stack. That buff should be visible now. The stacks gained are equal to the percentage of max health lost to that damage, rounded to the nearest integer.

    05/08/2016 05:49 PMPosted by Komma
    For the new Living Bomb, both the cooldown and duration are shortened by haste.

    From testing, it seems that the tick speed and DOT duration are snapshotted at the beginning of the cast and never changes, while the cooldown regeneration speed is dynamically adjusted by current haste. This can be reproduced by casting time warp or equipping/unequipping Felo'melorn after casting Living Bomb. This also means that it is possible to refresh Living Bomb before it expires, assuming you gain haste after the initial application.

    Here is a screenshot of GetActionCooldown from Living Bomb, before and after equipping Felo'melorn: http://i.imgur.com/VvXIVpp.png

    How exactly does this dynamic cooldown reduction work? How does it respond to changing haste levels? Does haste reduce only the remaining cooldown duration?
    Living Bomb's DOT duration/tick speed snapshot effect, with fixed 4 ticks and no partials. Intentional?
    When a refresh occurs before the DOT expires, no explosion occurs. Is this intended? The old Living Bomb allowed refreshing during the last 30% (ie. pandemic range) while still triggering an explosion.
    When a refresh occurs before the DOT expires, it is a pandemic-refresh that preserves the remaining ticks, but no partial ticks are observed despite the haste level difference. Working as intended?


    Across the whole game, cooldowns that are affected by haste are now dynamically affected as your haste changes. Generally, periodics recalculate their period each time they tick. However, due to Living Bomb’s duration being reduced as well, and not having partial ticks, it instead snapshots at cast time. The bug here is that when it’s refreshed, it’s not exploding. We’ll get that fixed.

    05/08/2016 07:02 PMPosted by Komma
    Dragon's Breath hotfix is still active and not yet baked into the spellpower coefficient:
    http://legion.wowhead.com/spell=137019/fire-mage


    We’ll get that baked in before launch.

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    #406 - 2016/05/30 08:42:00 PM
    05/09/2016 04:29 AMPosted by Frostedmages
    Is there there any method to the madness that is the seemingly random delay between summoned pet attacks?

    An example of something on Live would be the current tier temporal heroes - sometimes you get 100ms delays between their attacks, sometimes upwards of 500ms delays. For long duration summons this isn't a gigantic problem, but it has a pretty significant impact on the value of short duration pets.


    Assuming you’re talking about pets that chain-cast a damage spell… From your point of view, no. But that’s something we can fix, just point out which pets are doing that, and we can flag them to chain cast their spell with no delay, instead of waiting for the AI to decide to use it again.

    05/09/2016 12:23 PMPosted by Squishei
    How long does it take for Arcane Charges to reset both out of combat and in combat (if at all)?

    Is it intended that Arcane Charges reset when entering combat by body pulling, casting Arcane Missiles, or "In Combat" auras?


    The intention is that Arcane Charges reset once you’ve been out of combat for 30sec. I believe there may still be a bug or two causing it reset 30sec after you left combat, even if you get back into combat, but haven’t Arcane Blasted yet, or something like that. If you have details on how exactly to reproduce that, please post that to the bug report forums. (It may have been fixed already, as well.)

    05/09/2016 05:00 PMPosted by Frostedmages
    Phoenixs Flames has gone back and forth a few times now on procing / not procing Ignite. Do you have any idea what the end goal for this is, or is the off / on thing part of tuning it?


    All parts of Phoenix Flames trigger Ignite now. (Though the Ignite from the AoE will likely get overwritten by the spreading of the primary target’s ignite, soon after.)

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    #408 - 2016/05/30 09:10:00 PM
    05/10/2016 07:43 AMPosted by Zerovii
    Is the Boulderfist talent not supposed to get benefits from the minor traits on doomhammer that affect rockbiter?


    It should. It may not, due to bugs, but we’ll get those fixed.

    05/10/2016 08:05 PMPosted by Delritha
    Are racial stats not included anymore? Celest posted the racial stats for each of the classes but they do not appear to be included in the character sheet stats.


    They are still included. A simple test would be to race change and see if the stats change, which they do.

    05/11/2016 09:05 AMPosted by Chequer
    With Wild imps sitting around casting for 10 seconds, won't there be haste thresholds to cycle up to 3 groups of imps at a time rather than two and screw with all our stat prioritizes once we hit it?
    Or somehow Wild Imps will have some final "partial dmg" to compensate the cast and prevent return of Haste Breakpoints for Demo Locks.

    I’m not sure what haste breakpoint you’re referring to, as far as 3 vs 2. I don’t see how the number of groups active at a time is relevant. However, they will have haste breakpoints with regard to how many Firebolts each Imp casts. We currently expect that this effect will be minor enough to accept, but are interested in theorycrafting of how large of an impact you think it is. One nuance to it is that where the haste breakpoints are will depend upon when exactly in their lifespan you Demonic Empowerment them.

    05/13/2016 09:15 AMPosted by Wokou
    Does the horn of Cenarius healing trinket from Emerald Nightmare have a target cap?

    http://legion.wowhead.com/item=139333/horn-of-cenarius&bonus=0


    Currently, no, but we’ll get that fixed.

    05/13/2016 10:42 AMPosted by Zolvolt
    When a target has the smite absorb debuff on them and their ability is an aoe attack, how does it determine which targets receive the reduced damage portion of the ability?

    While not strictly true in a technical sense, you should consider it to be random for theorycrafting purposes. It’s related to the order that the server found the targets when selecting targets for the AoE.

    05/13/2016 08:36 PMPosted by Davryn
    Currently it is not possible to determine the relative contributions of different Disc priest offensive spells to overall Atonement healing from the combat log. All of these contributions are lumped together into one Atonement spell ID. Looking at Damage Done distribution isn't the same because that doesn't indicate effective healing vs. overhealing from Atonement. Are there plans to eventually designate a separate ID for each spell's Atonement effect (Penance-Atonement, Smite-Atonement, Shadow Word: Pain Atonement, etc.)? This would be very helpful for Disc priest theorycrafting.

    No plans to do this, no.

    05/14/2016 08:01 AMPosted by Tankservicez
    in regards to the "counter attack" part of eye for an eye.

    1)Would "Eye for an Eye" work if i stand in front of the butcher?

    2)what about if i stand behind him for the cleave stacks?

    Same question for say bosses like Kromog (stone fists), sorcethar, fel lord?, gruul?,


    1) Yes. 2) No.
    It’s going to vary based on the ability. It will trigger from any ability that is considered to be a melee ability (typically able to be dodged, etc.).

    05/15/2016 01:23 PMPosted by Romodrood
    For Blood DK's the ability Marrowrend is labeled as "Active Mitigation".

    Does it actually have a hidden 3 second grace window like Death Strike? or is this mis labeled? If a boss or mob is casting an ability that can be negated by AM and I use Marrowrend what happens?


    Yes, it triggers the same 3sec window that Death Strike does. (That window is a visible buff, if the current encounter requires it).

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    #411 - 2016/05/30 10:13:00 PM
    05/15/2016 06:26 PMPosted by Komma
    Some questions on Touch of the Magi, the artifact trait for Aluneth. I've documented how they currently work in a forum post (http://www.altered-time.com/forum/viewtopic.php?f=27&t=2211&p=22299#p22299), but some of them raise questions:

    1. Touch of the Magi is double dipping on all multipliers (Versatility, Arcane Power, Might of the Guardians, Rune of Power). That is to say, if you use Arcane Power (30% damage gain), it explodes for 13% of accumulated damage instead of the base 10% accumulated damage. This is a bug, right?
    2. Touch of the Magi does not accumulate damage dealt by items such as Felmouth Frenzy, and presumably damage dealing trinkets. Intended?
    3. Touch of the Magi does not accumulate damage dealt by pets (Arcane Familiar, Mirror Images). Intended?
    4. You posted that Touch of the Magi has a haste-scaling RPPM proc rate. It is currently a fixed duration debuff (6 seconds), which means that haste would be double scaling due to increased uptime. Intended?


    1. Fixed to not double-dip on multipliers, and not be able to crit, for next next build. (EDIT: Whoops, typo fixed.)
    2. It was not counting proc’d damage. Fixed for next next build.
    3. It should count pets. Fixed for next next build.
    4. Touch of the Magi proc chance changed to 7% chance (still 6sec ICD), for the next next build. No more RPPM on it at all.

    05/15/2016 08:31 PMPosted by Crowl
    how does the beta change faction/race/appearance selections roll out. seems like it does what it wants at random. i say this because the one character whos stuck in huln highmountain in ashara is unable to escape yet its avoiding him...


    I don’t know the exact details, but I believe that on beta, it works something like this… Every few hours, it clears all pending paid services, and gives every character a new random paid service (or none).

    05/16/2016 08:28 AMPosted by Sixthumbs
    What is the exact formula for secondary stats increases beyond ilvl 800? Datamined values seem to be incomplete :(


    Delritha's post immediately following yours is accurate. http://us.battle.net/wow/en/forum/topic/20743504316?page=18#344

    05/17/2016 09:51 AMPosted by Drownlord
  • How much damage does Justicar's Vengeance deal (xxx% Weapondamage)?
  • Should Lawbringer benefit from damage-modifiers? It can also crit, intented?
  • Will Repentance's DoT be able to crit? Will it benefit from damage-modifiers?
  • Will Holy Ritual also heal, if a Blessing is purged or stolen (mage)?
  • Seal of Light and Unbound Freedom aren't stacking - Intented?
  • If Shield of Vengeance absorbed some damage and a mage steals it, will it explose with the amount of damage it has absorbed, or not? Also does the mage (if he gets the shield and it will stay/not explode) gets the full shiled (Aborb) or just the remaining amoung? I hope it's clear enough^^.Edit:
    "Are the stats on our Artifacts placholders? Will they have the intended "optimal" stats?"


  • 1. 8*AP.
    2. No. I believe those have been fixed.
    3. Yes (next next build). Yes. But it still won’t damage targets under 75% health.
    4. Yes.
    5. That should be fixed; they should stack now. Or, rather, Seal of Light should now be a stacking movement speed buff, to be specific.
    6. When the Mage Spellsteals a Shield of Vengeance, they get the remaining absorption amount. When it’s fully consumed, they explode and deal damage based on the damage that it absorbed for the Mage only, not the total damage absorbed between Paladin and Mage.
    7. Stats on Artifacts are not placeholder. There’s no promise that they’re your “optimal” stats (which people would debate what are, anyway).

    05/17/2016 04:42 PMPosted by Ironsaint
    Can you confirm that artifact quests scale to your level and item level?


    Yes, they do.

    05/18/2016 11:53 AMPosted by Swol
    Blurred Time
    It looks like this reduces your cooldowns by 40% and maintains the "percentage" of the spell cooldown on application and buff fade. That is, if you had 10sec left on a 20sec cooldown, after you apply adrenaline rush you would have 6sec left on a 12sec cooldown, and vice versa for when the buff fades. Is this the intended behavior, and, if so, do you plan to update the tooltip?
    Also, right now it is not affecting the cooldown of Between The Eyes or Curse of the Dreadblades. Is this intended?


    This functionality is intended, and seems to be described accurately by the tooltip. What tooltip change do you expect?
    It not affecting Between the Eyes and Curse of the Dreadblades fixed for next next build.

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    #412 - 2016/05/30 10:13:00 PM
    05/18/2016 11:53 AMPosted by Swol
    Shadow Blades
    Right now Shadow Techniques won't proc during this, since your auto attack turns into two spells that are cast instead. Is this intended? Seems like the combo point generating portion of the buff is someone offset by the reduced combo point generation from auto attacks? Also, does this mean that you don't suffer from the DW miss penalty either? It seems like that is the case right now.


    Shadow Techniques + Shadow Blades fixed for next next build. Yes, you don’t suffer the DW miss penalty during Shadow Blades.

    05/18/2016 12:02 PMPosted by Swol
    Poison Knives
    I am wondering how this interacts with Surge of Toxins. If you proc Poison Knives while Surge of Toxins is up, does it calculate Poison Knives damage assuming you have Surge of Toxins for remaining duration of Deadly Poison?

    I was also testing if the damage is calculated based on the duration remaining on deadly poison, or the damage remaining. When I applied deadly poison one time, then used Fan of Knives to proc Poison Knives, it appears that it behaves predictably: If I have two ticks remaining, the damage is calculated based off the damage those two ticks will do, regardless of when I proc is between the 2nd and 3rd tick. But, when I test it in a situation where Deadly Poison is being refreshed often, it is unclear to me how it is working. The damage was higher than if I based it off of the Deadly Poison ticks that would have happened after the proc. It seems to be taking into account a partial tick?


    Poison Knives + Surge of Toxins should work; fixed for next next build. “Remaining damage” is calculated as the total damage done if all of the remaining ticks were to occur at that time (ie, with current buffs/debuffs).

    05/18/2016 12:53 PMPosted by Swol
    Is it intended that Versatility is not affecting Akaari's Soul's Soul Rips? Most pets in the game benefit from Versatility.


    Nope. Fixed for next next build.

    05/18/2016 01:01 PMPosted by Shortnstout
    Is it intended that feast of souls does not stack based on how many souls consumed whereas soul barrier does? Makes feasts of souls quite weak compared to the AOE 40% damage reduction on burning alive.


    Feast of Souls is a simple HoT triggered by Soul Cleave, unrelated to consuming souls.

    05/18/2016 01:24 PMPosted by Romodrood
    I would still like to know abilities like Blood DK's Marrowrend and Protection Paladin's artifact trait Eye of Tyr are labeled "Active Mitigation". Is this a mistake? If not then this would lead one to assume that if a mob or boss is using an ability that needs to be negated with Active Mitigation then these abilities will negate that ability...but how do these work?

    I'm guessing a lot of these are either mislabeled or if they are not and they do not negate AM boss abilities then you should take Active Mitigation out of the tooltip b/c its' misleading.


    These are not mislabeled. They should count as Active Mitigation (if they don’t, it’s a bug). In Marrowrend’s case, it provides the same 3sec of protection that Death Strike does.

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    #415 - 2016/05/31 01:45:00 AM
    05/20/2016 08:08 AMPosted by Delritha
    What was the formula for the talent Gift of the Mists changed to?

    a) fmax(((2 - ((HealthBeforeDamage - DamageTakenBeforeAbsorbsOrStagger) / MaxHealth)) * 0.6), 1)

    b) fmax((1.6 - ((HealthBeforeDamage - DamageTakenBeforeAbsorbsOrStagger) / MaxHealth)),1)

    c) other

    Guessing b) but just double checking. fmax for the fact that it can have a negative effect on the multiplier at high health


    TalentedOrbChance = BaseOrbChance * (1 + 0.6 * (1 - (HealthBeforeDamage - DamageTakenBeforeAbosorbsOrStagger) / MaxHealth))

    05/20/2016 12:49 PMPosted by Ariellè
    Does Earthwarden have an ICD and/or does it function similarly to Bone Shield?

    Or is a charge consumed for every auto attack, no matter how small the interval?


    A charge is consumed for every auto attack, no matter how small the interval.

    05/20/2016 03:34 PMPosted by Gahhda
    What is the travel speed of dreadstalkers? What is their travel speed while using their leap?

    What's the exact formula for the spawn rate on Tormented Souls for Affliction? Also for the degeneration rate?

    Does the flames of the pit % fire damage increase apply to pets?

    Does RoF duration snapshot haste on cast or update dynamically?

    You've stated that soul harvest should effect pets in a later build, should mana tap also be effecting pets? Both currently effect any damage dealt by the actual player INCLUDING damaging trinket procs, but neither effect pet damage.

    On the topic of pet multipliers, it appears dimensional rifts are functionally pets. They benefit from the orc racial command, and also don't benefit from mana tap/soul harvest. Is that the intended behavior?


    Dreadstalkers run at 9 yds/sec (base player movement speed is 7). Their leap travels at 7.5x speed.

    Tormented Souls spawn at a rate of 4.5 RPPM. (EDIT: Corrected this. Originally had the wrong info here.)

    Flames of the Pit does not apply to pets.

    Rain of Fire snapshots its period/duration on cast.

    Currently, Mana Tap intentionally does not affect pets. That does imply some synergy with Grimoire of Sacrifice, but we’ll see if the impact is minor enough to let slide for now.

    Yes, Dimensional Rifts are effectively short-lived pets.

    05/20/2016 01:55 PMPosted by Delritha
    Were the base race stat changed around? I'm currently getting 17 Agility on Blood Elfs instead of 22 that is to be expected.


    It's possible that something broke, but no change to racial stats was intended. Agility classes all have a base Agility of 15 at level 1. Blood Elves have +2 to Agility, for a total at level 1 of 17.

    05/20/2016 09:00 PMPosted by Nimynn
    Does Thal'kiel's Consumption have a hidden spellpower modifier? I'm getting very wildly different numbers on target dummies.

    Level 107 with a level 9 artifact (4 points in Summoner's Prowess), naked in every slot except artifact, I'm getting:

    70k-110k damage consumptions with 4 shard HoG and dreadstalkers (Imp. Dreadstalkers talented, no permanent pet out)
    64k-101k damage consumptions with 3 shard HoG and dreadstalkers (same talent/lack of permanent pet as above)

    Demons were being empowered in both of the above scenarios.

    The wording on the ability makes it seem like the damage shouldn't vary that much, if at all, without some sort of crazy temporary stamina buff on the pets (outside of empowerment). Even then, as I said above, I have no actual spellpower procs possible with these tests.


    There are several bugs with how this works; we’ll get them fixed.

    05/21/2016 08:17 AMPosted by Arcádia
    Is my assumption from this thread http://us.battle.net/wow/en/forum/topic/20743746340?page=1 that base movement speed is lower now after the formula change, correct?


    There was no change.

    05/21/2016 10:47 AMPosted by Berenar
    What is the current soul shard decay rate out of combat for warlocks? It seems fairly high right now. There have been quite a few times where I finish a fight, loot and start a new fight fairly quickly but still lose a shard.


    After 30sec out of combat, it will degen at a rate of 1 every 5 sec.

    05/22/2016 02:05 AMPosted by Deathköw
    With the buff to sweeping claws affecting other nearby targets, how is that going to work? Is it still going to have a "cleave" effect? or a "frontal cone" effect. Either way, I would assume the range would be either 5 yrds or 8 yrds.

    If thats the case, abomination still has a slight advantage over Timmy.

    Sweeping Claws: 5 or 8 yrd frontal cone or cleave
    Vile Gas: 10 yrd aoe

    If I recall, sludge belcher is supposed to be a utiltiy upgrade from Timmy, not a dps increase AOE wise.


    Sweeping Claws will be an 8yd frontal cone in the next next build. Vile Gas will be a 10yd AoE. That’s still a fine difference between them.

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    #416 - 2016/05/31 01:45:00 AM
    05/22/2016 11:25 AMPosted by Eligos
    1. In this current build the Tormented Soul buff no longer has a timer but has a decay mechanism. Is it intended to decrease so quickly? Is it suppose to decay while in combat (because it currently does). Sometimes it never decays and the buff just stays using Reap Souls.

    2. Soul shard regen/Soul proc regen seems really inconsistent possibly due to bug? 1-3 mobs I could be getting a steady flow of shards in the world whereas in dungeon that's severely diminished. Same thing goes for souls whereas I would get a significant amount from 1-3 mobs while in dungeons barely get any or they would decay faster than I could get them. Intended?


    1. Souls created via either the 40sec timer or killing a target last 45sec.
    2. You’ll have to be more specific about this; there’s no known issue here.

    05/22/2016 02:16 PMPosted by Swol
    Can you explain how Unstable Affliction accumulates damage?


    It should work rather simply. When refreshed, any remaining damage left in the previous DoT is added to the new DoT, spread evenly over its duration. The only nuance to that should be that its damage is snapshotted at cast time. I believe there used to be some bugs with that, but they’ve since been fixed. If you still are able to reproduce any issues with that, let us know.

    05/23/2016 01:19 AMPosted by Sourspls
    For all classes at artifact Level 34 you unlock the ability to spend your Artifact power on a slot to increase damage overall by 0.5% - 10% damage from all sources, with just a few exceptions. Arcane / Frost / Fire Mage says Arcane, Frost and Fire damage by 0.5% per level respectively and Shadow Priest has Shadow Damage by 0.5% for every level. However, there is one exception to this that is quite worrisome, the BM Hunter artifact.

    The BM Trait reads as follows:
    Spiritbound
    Hati's bond with you grows ever stronger, increasing his effectiveness in battle.

    Increases Hati's damage by (0.5 x Level)%

    Why does the BM artifact only increase the damage of the artifact pet. The pet which still has its 2 minute death timer. This means in PvP you can delete millions of Artifact Points invested for 2 whole minutes at a time, and in PvE if an ability isnt flagged correctly a boss or a random trash mob will do the same thing.

    Why isn't the BM Hunter affected by this trait.

    Why isn't the main pet affected by this trait.

    Why does Hati have a 2 Minute death timer.

    Is anybody even supposed to be playing this spec in legion?


    We’re experimenting with what exactly those traits do. They’ll be balanced, regardless of how abnormal they are. Additionally, I’d remind you that bosses killing pets is a bug that should be reported and will be fixed whenever it occurs. I’d also remind you to leave the design commentary out of this thread.

    05/23/2016 11:01 AMPosted by Xaryen
    2) Which (if any) buffs are supposed to be snaposhotted by Rupture/Garrote? Nightstalker/Subterfuge/Elaborate Plannning are currently known to do this.


    Rupture snapshots Nightstalker. Garrote snapshots Nightstalker and Subterfuge. Neither snapshots Elaborate Planning.

    05/23/2016 11:01 AMPosted by Xaryen
    1) is Combat Potency still 20*(OH speed/1.4) percent proc chance?


    No, 30*(OHSpeed/1.4).

    05/23/2016 11:01 AMPosted by Xaryen
    2)What is Blunderbuss proc rate?


    33%.

    05/23/2016 11:01 AMPosted by Xaryen
    1)Is Finality: Nightblade supposed to pandemic with regular Nightblade?


    We’ll get this fixed.

    05/23/2016 11:01 AMPosted by Xaryen
    2)Weaponmaster - Does the second hit only do damage or can it trigger additional effects of the original cast, for example can it trigger Deepening Shadows/Alacrity/Energetic Stabbing/Second Shuriken/bonus combo points(shuriken storm) etc.


    Yes, it should be triggering a full second copy of each DD ability, with all additional affects as such. On periodic damage ticks, it deals an additional hit named “Weaponmaster” of the same damage.

    05/23/2016 11:01 AMPosted by Xaryen
    Deeper Stratagem - Are Alacrity/Ruthlessness/Relentless Strikes supposed to have 20% chance for an additional effect proc when using a finisher at 6 CPs?


    They’re supposed to, but likely aren’t yet. We’ll get that fixed.

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    #417 - 2016/05/31 01:46:00 AM
    05/24/2016 06:33 AMPosted by Duramei
    How is True Shot supposed to work in unison with Sidewinders?

    True shot gives you 40% haste, and causes arcane and multi-shot to always apply Vulnerability (or dead-eye) to the target.

    Sidewinders as a talent spell will apply Vulnerability(or dead-eye) to all targets it hits. Sidewinders ALSO replaces both Arcane and multi-shot.

    With this in mind, it basically just turns True shot into a haste cool down with a long timer? The fact that it replaces both Arcane and multi-shot, and doesn't change True shot feels a bit strange. I noticed this with both the Steady Focus, and True Aim Talents as well. Steady focus calling for arcane or multi shot and True Aim calling for Arcane shot or Aimed shot, with Aimed shot being a bit slow to get the stacking debuff to stack fast

    Does this mean that Sidewinders should only be used with Lonewolf?


    True Shot is indeed redundant with Sidewinders when it comes to applying Hunter’s Mark, but its Haste benefit still applies. However, this should have trivial impact on talent balance or synergy. Let us know if you have evidence to the contrary.

    05/24/2016 07:48 PMPosted by Voja
    For Fire Mage, what is the splash range of phoenix flames the tooltip doesnt say? Based on the distance the mage order hall dummies are its less than 10yds as living bomb spreads off the middle one but PF doesnt?

    Also, how does the Hot Streak double ignite work? As in does it double the amount of mastery it uses? Say you have 10% mastery now its 20% with a hot streak pyro/flamestrike?


    Phoenix’s Flames has an 8yd AoE radius (consistent with ‘nearby’=8yd).

    Since Ignite only comes from Mastery, there’s no difference. It simply causes twice as much Ignite damage.

    05/27/2016 12:13 AMPosted by Lcs
    How does extended healing (sheilun) actually work? It's 3 seconds bonus to a HoT that ticks every two seconds. Is a partial tick generated for that extra second?


    Yes, it could cause a partial tick.

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

    That should be everything from page 19 and before. That’s all I’ve got time for today. Sorry I wasn’t able to fully catch up, but we’ll keep chipping away at this whenever we have time. Thanks!

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    #418 - 2016/05/31 01:47:00 AM
    05/30/2016 06:37 PMPosted by Komma
    Thanks for the replies.

    1. Fixed to double-dip on multipliers, and not be able to crit, for next next build.

    Fixed to not double-dip?


    Whoops, yep. Fixing my typo...

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    #423 - 2016/05/31 08:55:00 AM

    ...

    There was no change.


    I'm not sure I made this clear, I meant during the MoP => WoD transition, not Legion.


    No change has been made to base movement speed in... ever? As far as I know, it's been 7yd/sec for the entirety of WoW's lifespan.

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    #427 - 2016/05/31 06:52:00 PM
    05/31/2016 11:33 AMPosted by Eligos
    To clarify - Currently souls generated via kill are only generated if the Warlock lands the killing blow, intended?


    Looks like there're some bugs here. It shouldn't matter who gets the killing blow.

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    #429 - 2016/05/31 07:13:00 PM
    05/31/2016 11:57 AMPosted by Eligos
    05/31/2016 11:52 AMPosted by Celestalon
    ...

    Looks like there're some bugs here. It shouldn't matter who gets the killing blow.


    Good to hear that's a bug!

    Killing blow mechanic also applies to Wrath of Consumption and Soul Flame gold traits, significantly dimishing their usefulness intended?


    Same deal there. And, as it turns out, I was looking at an old version of the baseline soul generation. It's not one every 40sec, it's 4.5 RPPM. Apologies.

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    #433 - 2016/05/31 10:10:00 PM
    05/31/2016 01:18 PMPosted by Adrim
    Posted by Romodrood
    For Blood DK's the ability Marrowrend is labeled as "Active Mitigation".

    Does it actually have a hidden 3 second grace window like Death Strike? or is this mis labeled? If a boss or mob is casting an ability that can be negated by AM and I use Marrowrend what happens?.


    05/30/2016 02:10 PMPosted by Celestalon
    Yes, it triggers the same 3sec window that Death Strike does. (That window is a visible buff, if the current encounter requires it).


    1) Does this "Active Mitigation" buff appear for all tanks or was this just for Blood DKs?
    2) If this buff does not appear, does that mean the encounter has no mechanics that flags on AM use?
    3) Is there any client-detectable indicator of AM use (spellID, hidden buff, etc) prior to starting the fight?
    4) Will you simply label fights with Active Mitigation mechanics, i.e. an icon or note in Tank overview?

    The main issue here is what if I want to use a WeakAura/addon to monitor my AM status, but only have it visible during fights where it is relevant and hidden otherwise. Since I cannot change addons once combat starts, I would either have to remember to turn it on/off pre-pull, or find an "if then" condition ("if AM fight buff present, show aura" "if TANK_AM_ICON=TRUE, show aura")


    No, only Death Strike and Marrowrend. That BloodDK-specific buff only appears on encounters that will use it.

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    #435 - 2016/05/31 11:14:00 PM
    05/31/2016 04:01 PMPosted by Sourspls
    Does Explosive Trap/Freezing Trap/ Tar Trap incur a GCD of the same duration of Mongoose Bite/ Flanking Strike etc.?

    It seems like its slightly shorter for the traps but I don't have a huge sample size on it. It may be because of the Hunter's Guile artifact trait if there is anything causing a difference in it.


    Nope, those should all be 1.5/Haste.

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    #438 - 2016/06/01 02:50:00 AM
    05/31/2016 05:32 PMPosted by Vethiale
    How is the Consecration buff application for Protection Paladins supposed to work?
    At the moment, recasting Consecration while standing in a previous Consecration will lead to the buff dropping when the old Consecration runs out, even though you're still standing on consecrated ground. You'll then either have to move out off and reenter the consecrated area or wait until the second Consecration has run its course and then recast it to regain the buff normally.
    Is that intended or should the buff be extended seamlessly?


    I believe this has already been fixed. Should be seamless.

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    #439 - 2016/06/01 02:51:00 AM
    Lightbringer: It's 100% effective at 10 yards, 0% effective at 40 yards, falling off linearly in between (e.g. it's 2/3 effective at 20 yards).

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    #445 - 2016/06/01 09:53:00 AM
    05/31/2016 08:34 PMPosted by Kuangshen
    What's the specific formula on Elusive Dance? It appears to be a minimum of 5% dodge regardless of how much you purify, but what's the specific curve to 15%?


    There's no curve. It's 5/10/15% for Green/Yellow/Red.

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    #450 - 2016/06/01 05:01:00 PM
    06/01/2016 07:54 AMPosted by Swol
    In your previous responses, you mentioned that Chaos Strike shares a crit roll between the MH and OH hit (and the cleave hit). I noticed that right now Annihilation does not share a Crit roll between the MH and OH hit.

    Is it your intention to make Annihilation behave in the same manner as Chaos Strike?


    Yes, next next build.

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    #460 - 2016/06/03 08:44:00 PM
    06/03/2016 08:33 AMPosted by Aladya
    05/31/2016 07:51 PMPosted by Sigma
    Lightbringer: It's 100% effective at 10 yards, 0% effective at 40 yards, falling off linearly in between (e.g. it's 2/3 effective at 20 yards).


    You're wrong.

    Its 100% effective at 8 yards and drops from there. You can easily check ingame by healing someone at 8 yards and at 10 yards. Even if you are in range for the Aura effect to be on them , you will heal them less than if you are 2 yards closer.

    I don't know if its intended or bug, but its 100% reproducible ingame.


    You're not accounting for player hitbox sizes. A 10yd aura can apply to a player that is 11.5yd away (center-to-center).

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    #465 - 2016/06/04 02:03:00 AM
    06/03/2016 03:53 PMPosted by Romodrood
    Targeted heals are based on if you are in range of center of their hit box right? So yeah I can see the frustration with basically losing a 1.5 yards or so. Or am I wrong about this?


    No, they're not. Fireball, Healing Touch, etc... All ranged spells targeted at a unit are based on center-to-edge range. Melee spells are based on edge-to-edge, but we don't show melee range in tooltips so that difference doesn't really get noticed.

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    #473 - 2016/06/05 04:13:00 AM
    06/03/2016 10:20 PMPosted by Totallite
    What ever happened with Custom Lag Tolerance and spell queuing? The options were removed from the interface menu and it's actually pretty relevant when trying to determine proc reactivity. It appears there's still some form of spell queuing in place, but how is the delay for that determined now that we don't have the slider anymore?


    It's no longer custom; we dynamically determine the optimal setting for you based on your network connection.

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    #474 - 2016/06/05 04:23:00 AM
    06/04/2016 12:11 PMPosted by Tanned
    With regard to Insanity generation:

    With the Fortress of the Mind Talent, Insanity gains for Mind Flay are shown as 2, 3, 2, 3 in the combat log. Is that accurate or does each tick actually give 2.5 insanity?

    Does the server process the damage for a spell ahead of the Insanity generation for that spell?

    (At the risk of going slightly off topic: Is it possible for the server to process any events related to Insanity generation (e.g., casts of the Void Bolt spell) or stoppage of Insanity decay (e.g., casts of Void Torrent or Dispersion) earlier? I think the slight delay in the order these events are processed results in buggy behavior.)

    Edit: added this question -- With regard to Haste affecting certain CDs:

    Does increasing haste also decrease a currently in effect GCD? For example, suppose you you cast a spell (and get onto the GCD) and then suddenly gain a lot of haste, will the amount of time until you are out of GCD decrease as well?


    Insanity does have decimals under the hood. Mind Flay will give 2.4 Insanity per tick.

    I don't understand the question about when exactly Insanity is generated. Can you give an example situation that you're attempting to identify the result of? And example of the 'buggy behavior' you're referring to?

    Yes, GCDs in progress are affected by changing Haste (assuming those GCDs are affected by Haste in the first place, of course).

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    #492 - 2016/06/07 04:55:00 AM
    06/06/2016 02:59 AMPosted by Blackmorgrim
    06/04/2016 09:23 PMPosted by Celestalon
    Yes, GCDs in progress are affected by changing Haste (assuming those GCDs are affected by Haste in the first place, of course).


    OK so assuming I just gained a stack of Void Form:
    I cast Mind Flay, and gcd is activated. At 16% haste, and 20 stacks of VF my gcd would be:1.078 sec

    The first tick of MF should occur after 0.539 sec, the next tick should occur at the same rate, occurring at 1.078sec.

    After 1 sec, I gain a stack of VF(bringing me to 21 stacks), and my already activated gcd updates to 1.069 sec, allowing me to clip MF's 2nd tick?

    Is this what you are saying happens?


    Not quite. After 1 sec, you have 0.078s left on your GCD. You gain a stack of VF. Only the remaining 0.078s is adjusted, reducing that part to 0.077s. Could that make your following ability clip the MF tick? Ehhhh... I'm not in the game right now to try that specifically, but I doubt it. I don't think it's quite that precise when it comes to gaining and losing buffs/debuffs.

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    #493 - 2016/06/07 04:56:00 AM
    06/06/2016 02:24 PMPosted by Caimion
    05/28/2016 02:23 AMPosted by Sigma
    This build does have a 750ms minimum GCD in all cases. This is something we're trying out provisionally to see how it works on beta.


    Not sure if this was answered previously, but are the flat GCD classes (Rogues, Ferals) still 1.0s or have we been dropped to 0.75s?


    They still have 1.0s GCDs; Haste does not affect their GCDs at all.

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    #501 - 2016/06/08 04:20:00 PM
    Thread post limit uncapped.

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    #505 - 2016/06/08 06:00:00 PM
    06/07/2016 11:26 PMPosted by Bootypirate
    For the new tactician, does it take into account Dauntless and the artifact trait Precise Strikes when it decides it's chance to reset?

    Basically, if I take dauntless, and I trapping myself in 20% less chance to proc tactician, and when I get precise strikes, am I reducing my chance to proc it, or does it act like you had spent said rage?

    I understand this might not be completely a theorycrafting question, but I feel like it would be useful for the theorycrafters to know too.


    In the next build it'll use the base Rage cost of the ability, instead of the adjusted Rage cost (so that Dauntless isn't a nerf).

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    #506 - 2016/06/08 06:00:00 PM
    06/04/2016 03:12 PMPosted by Manaleaf
    What is the chance to proc for the resto druid Artifact power: Dreamwalker?


    Currently 50%.

    06/04/2016 06:00 PMPosted by Melgane
    Is the modified Shadow Word: Death from Reaper of Souls intended to have a lower cooldown? Because the rotation for Surrender does depend on whether this is intended or not.


    No.

    06/05/2016 11:07 AMPosted by Terrynlock
    What % spelldamage is DarkGlare's Eye Lazer doing? The spell data isn't really listed on wowdb :( http://beta.wowdb.com/spells/205231-eye-laser


    Currently 100%. Will add to the spell tooltip here in next build: http://legion.wowhead.com/spell=205180/summon-darkglare

    06/06/2016 05:10 AMPosted by Suplift
    Hey just a quick question,

    Does summon jade serpent statue benefit from the soothing mist increases in the artifact?

    Does it scale off haste?

    Somewhat related bug report, it doesn't scale off vers right now.


    No
    Yes
    Seems fine here, check next beta

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    #507 - 2016/06/08 06:01:00 PM
    06/07/2016 12:07 AMPosted by Kaedys
    What's the haste mechanic on Havoc's Metamorphosis? It appears to substantially speed up the GCD, but doesn't show any haste provided on the character sheet, nor does the spell information seem to suggest haste. It also doesn't speed up the GCD of Fury of the Illidari (though it does for Felblade, and everything else I've tested), nor does it speed up the Eye Beam channel time.

    Is is a percentage reduction in the GCD? Or does it simply set the GCD equal to some value (say, 1.0) regardless of haste?


    In the next build, Metamorphosis will not directly reduce the GCD, but will instead grant a large Haste buff (which in effect reduces the GCD).

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    #520 - 2016/06/09 05:12:00 AM
    06/08/2016 01:00 PMPosted by Kaedys
    What's the exact mechanics of the new Demon Blades? So far, we've determined the following:


    • It still cannot trigger during the GCD.
    • Any procs that would occur during the GCD are instead "banked".
    • When it procs outside the GCD, if there are any banked procs, DB procs twice and removes a banked proc.
    • DB will continue to double-proc until the bank is depleted.
    • The proc chance seemly has in fact been changed from the prior 20 RPPM to a flat 50%.


    The question remains, is there a cap to that banking? Is the chance to proc higher while there are "banked" procs?

    The melee swing after a rally of GCD abilities seems to have the standard 50% proc chance (or at least, doesn't always proc DB), but one that first double DB procs, it seems it keeps proccing on every single melee swing until it's back to single procs. That may just be my relatively limited sample size, however.


    You have it mostly correct. Think of it as having hidden charges. Every hit has a 50% chance to generate a charge. Every hit that is not during a GCD can spend up to 2 charges. That's it.

    There is a cap to banked charges, but not one you're expected to hit during normal gameplay, just a failsafe against potential shenanigans. I don't have the data in front of me at the moment, but I think it's 10; safe to ignore.

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    #522 - 2016/06/09 05:14:00 AM
    06/08/2016 03:43 PMPosted by Kariarose
    The "Active Mitigation" label on most defensive abilities was removed with the latest build, except for a few select ones (death knight artifact ability, druid artifact ability, and paladin artifact ability).

    Is this a reordering, an error, an oversight, or the herald of an age without binary AM checks?


    No functional change to the abilities. The abilities having that subtext was inconsistent and somewhat misleading. We decided to stop labeling them that way, and instead just have any of the rare encounter abilities that interact with them specifically to just call out what abilities they interact with.

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    #530 - 2016/06/09 07:30:00 PM
    06/08/2016 10:46 PMPosted by Kaedys
    06/08/2016 10:12 PMPosted by Celestalon
    You have it mostly correct. Think of it as having hidden charges. Every hit has a 50% chance to generate a charge. Every hit that is not during a GCD can spend up to 2 charges. That's it.

    There is a cap to banked charges, but not one you're expected to hit during normal gameplay, just a failsafe against potential shenanigans. I don't have the data in front of me at the moment, but I think it's 10; safe to ignore.


    To clarify, do auto-attacks have a 100% chance to spend however many charges are available, up to 2? Or is it also a 50% chance to spend the charges?

    In other words, if I have, say, 4 charges banked and I stop using GCD abilities, does each melee attack from there have a 50% chance to trigger two DB procs, or will each melee attack always (if it's not on the GCD) trigger any banked charges, up to the limit of 2 at a time?

    I'm kinda assuming it's the latter (guaranteed usage of banked charges), based on observed behavior, but I figured it'd be nice to be sure.


    The phrasing was intentional, it works as described. Spending is not nested within generating successfully.

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    #531 - 2016/06/09 07:34:00 PM
    06/09/2016 03:26 AMPosted by Adrim
    06/08/2016 10:14 PMPosted by Celestalon
    No functional change to the abilities. The abilities having that subtext was inconsistent and somewhat misleading. We decided to stop labeling them that way, and instead just have any of the rare encounter abilities that interact with them specifically to just call out what abilities they interact with.


    You say "no functional change to the abilities" but Consumption previously was not Active Mitigation, so either is now is (which I would hope is true) or it's a tooltip error?

    The DK AM buff reads "Recently used Death Strike" shouldn't this be something more general like "Recently used Active Mitigation" to cover all the possible AM abilities?

    Please reconsider removing subtext from the spellbook. I can understand the need to reduce clutter in tooltips, but the spellbook already has plenty of space for subtext like "Passive", "Talent", etc so it's not overly burdensome to make this a master list of official AM abilities.


    I said that specifically because I meant that specifically. I'm saying that there is no master list of official AM abilities. We will not be doing that translation anymore.

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    #532 - 2016/06/09 07:38:00 PM
    06/09/2016 05:25 AMPosted by Romodrood
    06/08/2016 10:14 PMPosted by Celestalon
    ...

    No functional change to the abilities. The abilities having that subtext was inconsistent and somewhat misleading. We decided to stop labeling them that way, and instead just have any of the rare encounter abilities that interact with them specifically to just call out what abilities they interact with.


    SO JUST TO CLARIFY....

    Everything that was labeled Active MItigation still will meet Binary checks?

    The reason I'm concerned and I think a lot of others are things like Death Strike and Frenzied Regen, in the grand scheme of things do not make sense as a Binary AM. Why? B/c it just seems odd to use a death strike that will heal you for 0 or a frenzied regen that will barely do anything before a Binary AM check.

    But if they are not Binary AM checks then there is a slight problem with those classes in the sense that most Binary AM checks are punishing for not pressing AM. What if you had to use all your runes for whatever reason and then have the RP to DS but it's not AM. Same with Guardian FR only costs 10 rage while Ironfur is more?

    Prot Warrior shield block is cheap, DH Demon Spikes is cheap, and Paladin's have charges on SoTR.

    Sure you can say the tank should be prepared and pooling the correct resource to meet this Binary AM check, and I don't disagree with that logic

    I still think a list would be nice at least after Legion becomes live =)


    No. There is no longer a list, category, grouping, label, or anything else like that, for any Legion+ content. Any of the rare encounter abilities that interact with them specifically will just call out what abilities they interact with.

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    #545 - 2016/06/11 02:46:00 AM
    General note: Please post things that are obviously bugs in the bug report forum, instead of here.

    I don't want to turn anyone away if you're not sure, but the "Hey. <Thing that is obviously a bug> is happening. Is this intended?" posts aren't really the purpose of this thread.

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    #561 - 2016/06/13 03:03:00 AM
    06/12/2016 07:30 PMPosted by Wräthfül
    06/12/2016 10:45 AMPosted by Lucca
    The ability that makes you go from heating up to hot streak does not also count as a heating up proc. In order for what you discussed to happen an ability would need to proc both. So every hot streak proc (from the 2nd crit) would also need to cause the heating up proc and it's my understand that it does not. They want sets of 2 consecutive crits, not chains of crits.


    Thank you Lucca. But,

    "Hot Streak: Getting two direct-damage critical strikes in a row will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage"

    So, if I understand you correctly, what you are saying is that the tooltip on hot streak is incorrect. Two direct-damage critical strkes in a row will not result in a hot streak if one of the crit's was an instant cast pyro blast? If that is the case, why was it possible, say in WOD (before the new talents) to get 3 and even four consecutive insant pyros? I'm not sure that explanation works. I'm not trying to argue with you, Im just trying to get my head around what is limiting my ability to cast instant pyro's with combustion up in light of my previous experience with repetitive hot streak procs.

    Follow me?


    Getting a Hot Streak resets the counter. A string of 3 crits gives you a Hot Streak and a Heating Up, not two Hot Streaks. It has always worked this way.

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    #587 - 2016/06/23 04:56:00 AM
    Hey all. We've been exceptionally busy fixing the last few (well, thousands of) bugs and design issues for Legion, so have fallen behind at this thread. We'll still try to catch up on all the great questions of the past 11 pages, soon, though.

    Wanted to stop by and share a bit of theorycrafting info about one of the new things in this latest build though, Flurry. As theorycrafters know, whether a spell is going to miss/hit/crit is determined when the cast bar completes and the missile leaves your hand. That's also when most stats from the caster are taken into account.

    This has always been awkward for Shatter, which is extra crit chance if the target is frozen. As experienced Frost Mages will likely tell you, what matters for Shatter is whether the target is frozen when the missile leaves your hand, not when it impacts. That's why the classic Frostbolt+Ice Lance (aka "Shattercombo") works.

    However, that's not what you'd expect as a player; you'd expect that it matters whether the target is frozen when the missile impacts them. You'd expect that with Winter's Chill from Flurry, the 2nd and 3rd hits, and the Ice Lance you cast immediately afterward would all benefit from Shatter.

    In the current build, you'll find that we added some logic to account for those expectations. However, in the next build, you'll find that we've gone a leap further:

    Due to the importance of Shatter, Frost Mage damage will be calculated on impact, rather than on finishing the cast. This applies to Frostbolt, Flurry, Ebonbolt, Ice Lance, Glacial Spike, Comet Storm (other spells have no missile/travel time). This means that, for example, you could Freeze a target while a Frostbolt is in the air, and it will benefit from Shatter on impact.

    We also made a noteworthy change to how freeze effects break. We removed the protection from breaking in the first 0.5sec of their life, and instead made them break 0.4sec after they take enough damage to break, rather than immediately when they take enough damage to break. This will allow the classic "Shattercombo" to still work.

    And a heads-up about how this may change in the future: In a later patch, we're going to consider having only Shatter be calculated on impact, and everything else still be calculated on cast (as before), but that was not an option for 7.0.

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    #602 - 2016/06/28 08:52:00 PM
    Some info relevant to Protection Warrior and Vengeance Demon Hunter theorycrafters:

    Previously, rage income from damage taken was based on the % of max health that you took. That had negative synergy with things like stamina trinkets or Last Stand. We've tweaked that logic slightly in today's build, to preserve the same general effect, but remove the downside.

    Instead of using your current max health in that calculation, we'll use your expected max health. That's based on a number of factors, including your item level, class, and artifact progression.

    Minute details:
    1. Find your weighted average item level (ie, weighted per slot budget).
    2. Evaluate the RandPropPoints game table for an epic chestpiece at that item level.
    3. Multiply by 8.484262 for Warriors, or 8.318556 for Demon Hunters, for the expected budget of a full set of gear, with 1 trinket having a normal amount of Stamina (different between classes because they Shields have a higher budget than a second 1H weapon).
    4. Add your base Stamina.
    5. Multiple by any baseline class Stamina multiplier passives (*1.05*1.1 for Warriors, *1.05*1.2 for Demon Hunters, currently).
    6. Multiply by your artifact's current passive stamina multiplier. This does not include any traits that multiply stamina, just the passive for how many traits you've unlocked (currently up to 30%).
    7. Multiply by 60 for the Stamina -> Health conversion rate.
    8. That's your expected max health. Proceed with rage generation as before.

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    #605 - 2016/06/28 11:06:00 PM
    06/28/2016 02:45 PMPosted by Ariellè
    Does this also affect Bristling Fur?


    For the moment, no.

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    #613 - 2016/06/29 02:05:00 AM
    06/28/2016 05:08 PMPosted by Cinnamilk
    So, my first impression of the explanation for Titanforged is that the probability distribution for item level upgrades follows a geometric distribution that is truncated on the right, which I'll represent at Geom*(p,k) where p is the probability of that process failing (or succeeding, depending on how you define the distribution), and k is the max number of events before automatic failure (related to max unobtainable ilvl, and the base ilvl of the particular item by k=(max-base)/5). Geom*(p,k) has support x∈{0,1,2,...,k}.

    My question is a two-parter:
    1) Are the probabilities of a each roll individually the same as other rolls before or after it, before truncating at the max obtainable iLvl? This would mean that we can represent the iLvl distribution of an item as Geom*(p,k).
    2) If we can represent the ilvl distribution of item n as Geom*(p_n,k_n) and item m as Geom*(p_m,k_m), do we have that for any two items that p_m = p_n? In other words, is the success probability for this system global among all items, or is it individual for the source of each item?

    -edited for clarity


    This is one of the few cases where we will not be sharing details.

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    #623 - 2016/06/30 05:27:00 PM
    06/30/2016 10:18 AMPosted by Salarissia
    For boss abilities that require "active mitigation" to be up, why do only some of them work?

    As an example, for God-King Skovald, the "Savage Blade" ability states, "...and applies Ragged Slash if the target is not protected with active mitigation." However, if I don't have Shield Block up and have Ignore Pain instead, the DoT is still applied. This also happens on other bosses with similar abilities (ex. Dargrul's "Molten Crash" hits through Ignore Pain and does the knockback as well), and it's not isolated, every boss that requires an AM-check this happens with (and other Warriors have stated similar experiences).


    Take a look at the dungeon journal ability tooltip. They now describe exactly what works for them.

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    #628 - 2016/06/30 08:01:00 PM
    06/30/2016 10:58 AMPosted by Salarissia
    Yeah, just logged in to check. Some of them do state Shield Block - some of them simply talk about Active Mitigation.

    Tirathon Satheril's [Darkstrikes] doesn't say anything but AM, as does Dargrul's [Molten Crash], though it seems both don't work with Ignore Pain, only Shield Block. I'd assume it'd be something with Death Strike for DKs.

    EDIT: Screenshots of Dungeon Journal: http://imgur.com/a/tws7S


    Looks like Darkstrikes and Molten Crash tooltips are bugged. Let us know if you find others still written that way (in the bug report forums, not here).

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    #631 - 2016/07/01 08:39:00 AM
    06/28/2016 04:06 PMPosted by Celestalon
    06/28/2016 02:45 PMPosted by Ariellè
    Does this also affect Bristling Fur?


    For the moment, no.


    Update: We went ahead and switched to this for Bristling Fur and Gift of the Ox as well. The coefficients of expected gear budget are 8.318556 for Druids, and 8.495809 for Monks.

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    #632 - 2016/07/01 08:41:00 AM
    07/01/2016 12:27 AMPosted by Haarim
    I was hoping you could share the calculation for how haste affects energy generation for feral druids.

    Thx.


    Perhaps I'm misunderstanding the question, but there's no calculation for this, it is self-defined. 10% Haste is 10% energy regeneration, same as any other resource that's affected by Haste.

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    #634 - 2016/07/01 10:00:00 PM
    07/01/2016 01:53 PMPosted by Delritha
    06/28/2016 01:52 PMPosted by Celestalon
    1. Find your weighted average item level (ie, weighted per slot budget).
    2. Evaluate the RandPropPoints game table for an epic chestpiece at that item level.


    I'm extremely confused by these first two points; especially the second. I don't think we HAVE this RandPropPoints game table available to work with. The rest of the points are pretty self explainatory but these first two are; at least to me baffling confusing.


    I'm not sure what you all call the table; it's whatever you'd look in to find that an ilvl 850 chestpiece has a budget of 2466, for example.

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    #637 - 2016/07/01 11:14:00 PM
    07/01/2016 03:40 PMPosted by Aladya
    07/01/2016 03:00 PMPosted by Celestalon
    I'm not sure what you all call the table; it's whatever you'd look in to find that an ilvl 850 chestpiece has a budget of 2466, for example.


    All ilvl 850 chest pieces have
    1297 primary stat
    1945 sta
    And the combination of their 2 secondary stats is equal to 1726

    Not 100% sure how you get from this to 2466 unless you give us another budget at 860ilvl for example.


    2707 at 860.

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    #651 - 2016/07/06 01:58:00 AM
    06/29/2016 02:13 PMPosted by Binkenstein
    Another question: Does Chain Lightning still have the 1/3rd multiplier for Overloads, or is this calculated on cast now?


    Chain Lightning has an independent chance to trigger an Overload on each of its targets, which is 1/5 of your normal Overload chance.

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    #652 - 2016/07/06 02:13:00 AM
    07/02/2016 11:53 PMPosted by Marokk
    From Agromat on MMO-C in regards to the new "expected health" rage gen formula:

    [quote]I'm not sure if this is a bug or theorycrafting question. Some other tanks and I are seeing dramatic increases in rage generation from damage taken from removing a single ring (about 17% faster resource gain), and that seems unintentional.

    I tried to do the math to see what's going on. Say I'm wearing full ilvl 850 epic gear, and I take off one ring. Here's what happens to the rage gain formula:
    Step 1: A ring's weight is 9/16 as much as a chest piece. Calculating my weighted average ilvl, I get 807. (My unweighted average ilvl is now 797.)

    Step 2: The RandPropPoints value for ilvl 850 is 2466, and for 807 it's 1688.

    Step 3: I multiply the RandPropPoints values I got by 8.484262. For ilvl 850 that's 20,922. This value should be about the same as the total amount of stamina I get from a full set of gear, assuming I'm getting stamina from one of my trinkets. I looked up ilvl 850 epic items on wowhead and summed their stamina in this way. For ilvl 850, I got 20,528. That's pretty close, so it seems the expected max health formula is performing well and my math is roughly right.

    Now I look at the 807 ilvl case. Multiplying 1688 by 8.484262 gives 14,321. However, if I've just removed one ring, my actual stamina from gear is now 19,174. The estimated health is now about right for if I were wearing a full set of 807 gear (14,051 stam on gear), but it's off for a character in full-850-except-for-an-empty-ring-slot.
    The result of this is that the rage formula is now calculating rage as if I have dramatically less health than I actually do. My math says I'll be getting 33% more rage than before. In testing, I actually get about 17% more rage from the same damage taken, so I think I'm missing something, maybe about how weighted average item level is being calculated. Still, 17% faster rage gen seems like a strong enough bonus that I might consider taking off the ring.

    I'm not sure what the fix is, but it seems unintended for tanks to get dramatically increased resource gain by intentionally removing gear. Maybe the average weighted ilvl formula should ignore slot ilvls that are far below the average of the other slots?


    Thanks. This is on our radar, and will be fixed. It kinda falls under the category of exploit prevention so I won't give full details on the exact math, but it won't be a gain to take any gear off or use substantially lower ilvl gear.

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    #653 - 2016/07/06 02:15:00 AM
    06/22/2016 11:45 AMPosted by Totallite
    How does Clarity of Will's cap work? It seems to be somewhere between 20-40% of target's health but it varies a lot based on stats and effects like Grace.


    The cap is twice the size of the CoW cast, checked each time you cast it.

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    #654 - 2016/07/06 02:17:00 AM
    06/22/2016 07:11 PMPosted by Cyous
    Very simple question:

    Does Blessing of the Ancients: An'she have a Haste cap?


    No.

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    #655 - 2016/07/06 02:19:00 AM
    06/12/2016 09:39 PMPosted by Miniaug
    What is the distribution (2/3/4) of Festering Wound stacks?


    Uniform.

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    #656 - 2016/07/06 02:24:00 AM
    06/13/2016 06:10 PMPosted by Swol
    For Enhancement:

    Does Hot Hand proc off melee attack cast successes, or melee attack hits? I can't tell from logs if Stormstrike gives two chances to proc or one, as an example. Hard to tell if it can proc from windfury attacks as well. It won't have a huge impact on the total number of procs, but, just wanted to model it how it is working, for accuracy.


    Hot Hand is RPPM, so it doesn't matter. It's currently 3.5 RPPM (+haste). You can see the proc rate on 201900 if it changes: http://legion.wowhead.com/spell=201900/hot-hand

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    #657 - 2016/07/06 02:26:00 AM
    06/12/2016 01:49 PMPosted by Binkenstein
    What's the Flame Shock spread range for Path of Flame? In Warlords the spread mechanic for Lava Lash/Flame Shock was noted in Lava Lash (12 yards) but testing this in-game will be somewhat difficult.


    8 yards. (This is also usually the standard for "nearby" in AoE damage tooltips).

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    #658 - 2016/07/06 02:28:00 AM
    06/10/2016 04:29 PMPosted by Cyous
    RPPM Question/Confirmation:

    (1 + 3 * ( A / ( 60 / RPPM ) - 1.5 ) ) * RPPM * B / 60

    ENCOUNTER_START // Boss Combat:: set A, B to 0, 0

    RPPM: Fixed value. (Any scaling factors, such as Haste?)
    A = TimeSinceLastProc (min: 0, max: nil)
    B = TimeSinceLastProcAttempt (min: 0, max: 10)

    I'm trying to display the proc chance in-game, but A needs to be much higher to bring the chance out of the negatives. (And from the proc chance, I'll try to approximate the time to our next proc.)

    - - - - -

    So, I added parenthesizes in hopes to troubleshoot.

    (1 + (3 * ( A / ( 60 / RPPM )) - 1.5 ) ) *( RPPM * (B / 60))


    The unlucky streak protection (everything in the "A" factor) is minimum 1. It's only a bonus that kicks in after you've gone 1.5*(mean proc time) with no proc.

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    #660 - 2016/07/06 02:44:00 AM
    06/08/2016 10:12 PMPosted by Peachpies
    Should Chi-Ji's crane heal cast time scale with his haste.


    Yes, that's fixed in an upcoming build.

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    #665 - 2016/07/06 05:12:00 PM
    07/06/2016 07:34 AMPosted by Geminisoul
    The new Guardian mastery which Increases your maximum health and healing received by X%, how does the +healing received work with absorbs?


    In the next build, it'll increase absorbs received by X%. It won't show up as a separate combat log entry like the healing does though.

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    #669 - 2016/07/06 08:49:00 PM
    FYI, in the next next build, Lightning Bolt for Enhancement will reset the swing timer, unless you have Overcharge (thus curbing the Take-Boulderfist-But-Fill-Empty-GCDs-With-Lightning-Bolts problem).

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    #673 - 2016/07/06 11:41:00 PM
    07/06/2016 03:05 PMPosted by Nyrkki
    07/06/2016 10:12 AMPosted by Celestalon
    In the next build, it'll increase absorbs received by X%. It won't show up as a separate combat log entry like the healing does though.


    Will there be similar change/fix for Celestial Fortune of brewmaster?


    Yes.

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    #692 - 2016/07/16 11:03:00 PM
    Currently has a full chance to proc. Not likely to be an issue, but if it becomes one (i.e. haste breakpoints start to matter), we can prorate the proc chance on a partial tick.

    Off the top of my head, the only periodic I can think of where we currently do this is Doom.

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    #699 - 2016/07/17 06:45:00 AM
    07/16/2016 04:15 PMPosted by Arcádia
    Will we go live with the 750ms GCD floor or was that changed again in the meantime?


    That's still in place.

    07/16/2016 05:29 PMPosted by Sartanes
    Backdraft, Destruction Warlock first tier Talent. If I wear no gear, the duration of the Buff is 5 seconds as statted in the tooltip. However, if I wear some haste, the duration is decreased (e.g. the Duration scales with haste). Is this intended?


    It is--the rhythm of how you use the talent (knowing that, say, after a Conflag, you can cast 3 hasted Incinerates) should remain the same regardless of your gear level.