Envious

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Posts posted by Envious


  1. 10 hours ago, mozi said:

    Speaking from a purely personal perspective, I would say that the TBC crowd is mostly looking for a "pure" progressive experience rather than  xp boosting features.

    My suggestion (rather pedestrian and unimaginative)  is (a) focus on ironing bugs, fixing quests, etc. and do so with a vengeance and (b) whenever you promote the BC server always stress the 'blizz-like', 'progressive', 'original TBC' experience you are offering.

     

    ^ This

     

    Overall, all servers kinda seem to be a bit disconnected in terms of Community (in my opinion), so Community building processes need to be incentivised as well. Got a few decent, experienced players around? Hell, make a server-based Podcast where people discuss whatever people want to hear at the time, or just interesting topics in general. What drags people in, are promises, what keeps them is keeping those promises and building up a balanced, inviting community with enough Dev/GM - Player communication across all instances. 

     

    It's one of the main reasons why I opened that Legion Thread over on the Sylvanas Forums. Sure, there is a bunch of material out there on the web, but having a Firestorm Player specifically cater to what Firestorm Players want to see for the upcoming Expansion, with a server for said Expansion in the planning IS a part of interacting with other passionate players here and getting information to them that they might miss. It's not self-centered, I'm basically going to spend all this time, I could use to do my own stuff on Beta and sacrifice it so others, who aren't able or lucky enough to get access can get the perspectives THEY want to see, from one of their own. 

    It's small things like these that can do wonders for a Community and I can't stress this enough. Do it. The last thing we need is everyone behaving like the Taran'zhu World Chat once every hour. 

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  2. 7 hours ago, ultrydina said:

    It's truly a bad situation frost mage the supposdly new player friendly spec suffers from this as well and arcane's single target i don't know whats wrong with it also doesn't help that they are forced to take evocation which sucks sure u can cast evocation and cancel it to regain mana but is that a fun mechanic?.. so all we have for mages then is fire but it can only do well at a high gear lvl also a certain suppose gimmick is helping fire mages do well in raids. Fire is also not new player friendly.

    That leaves us with warlock for cloth range dps where destruction mops the floor again due a certain gimmick... I mean for 10mans why take a spriest when with equal gear lvl when you can take warlock.. i mean ppl ask hunters to go spell haste(which sucks now since bm hunters got fixed lol!) or take balance druids which are rather rare.

    Well, Classstacking isn't a thing in 10-man. 25 man in MoP is a breeze because you can deal with all the mechanics much smoother and iron out hickups with sheer numbers to an extent. The only challenging difficulty in 25 man is getting the people that you need to run a succesful 25-man group. 10-man is (by a good margin) harder than 25-man, since your Raid Composition needs to be decent for pretty much every boss, in order to tone it down to a difficulty that is akin to 25-man. Priests, be it Disc or Shadow have Utility that is handy in and off of itself. DPS isn't all that matters. If your Raid can't survive the burst throughput of some bosses, you're fucked. And a single shaman's Spirit Link Totem won't do shit there. Competitive MoP Raiding is all about making the best usage of Raid Cooldowns on-CD and a great many classes bring more to a table than a warlock. 

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  3. On 7.5.2016 at 8:17 PM, wraegoth said:

    It does dude, haste cap is 41% at 569 not at 535, that means you have to treat mastery and crit in order to gain more dps....

    Nice try, but there's no definite Haste Cap overall for Shadow Priests in the entirety of MoP PvE. Unless you're reading Icyveins or Noxxic guides, made by theorycrafters with the same experience in theorycrafting, as a burned toast. 

    There are roundabout 27 different Haste Cap tables for Shadow Priests in MoP (And those are only the Haste Tables for spells that matter..), since every spell has a different cap at which it gains ticks. Haste is ALWAYS your go-to stat, through the entirety of MoP as a Shadow, with Mastery being a close second. SP's Mastery serves the same mechanical purpose that Crit as a whole stat serves, effectively doubling a spell's damage done on a RNG-based percentual procc.

    So the question of whether you stack Crit or Mastery, is simply answered by which of both stats scales better. And at the end of the day, Haste is your best-scaling stat, since it gives you more percentage gain for less raw rating. Mastery follows that up, with Crit being vastly inferior to mastery in terms of scaling.

    Hitcap > Haste > Mastery, prioritize mastery if you can't reach any of your tick-caps. 

    Furthermore, all of those Haste tables differ based on your race. Goblins have lower per-tick caps, due to having haste as their racial, Trolls are the best Shadow Priest race, due to Berserking playing right into the Burst-heavy DPS Meta that MoP Raiding is built around at this point. They require more haste per tickcap as a whole, but their Burst is vastly superior due to the racial. 

    41% Haste is the point, at which haste doesn't reduce your GCD any further, but it's mechanical synergy still outvalues Mastery and Crit. And I already told you why Mastery is vastly superior to Crit.

     

    If you're going to help someone, at least make sure your sources are reliable, top-notch and don't spread this half-assed bullshit.

    Inb4 crying: Deal. With. It.

    Edit: And before the statement comes up, that Haste caps not functioning properly, changes this priority - It doesn't - Mastery just switches it's place with Haste, resulting in pretty much the same outcome when it comes to gearing and the difference is minor if you look at both DPS sheets as a whole. 

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  4. 1 hour ago, VerneAsimov said:

    Charge has trouble charging to tall mobs like Immerseus (aka you can't really). I think it might count the distance to the head not the bottom of the mob.

    It's actually weird overall (still). On normal mobs, it puts me right into them, meaning I have to turn or move forward while charging, to be able to hit the mob right after charging. 

     

    Generally, Charge should put you directly at the border of a mob's hitbox, aka slightly into it, so you can hit the mob, but don't end up right inside it. 

    With Immerseus, the thing is, that his Hitbox is pretty big and going into him usually hurts A LOT. So by default, even if we could charge him (which we should only can from the far back of the room) we'd end up right inside of him, thus either dying instantly or taking a bunch of unnecessary damage.


  5. Depends on who you guys want to populate your Realm. Both RaF and a weekend XP Multiplier can help populate the Server by a good margin, however, most people seeking Progressive BC Servers (that I know of) want a "pure" experience without any QoL changes or things present, that weren't present during BC's "Golden Age". 

    Doesn't change the fact though, that both of these ideas are good and original when it comes to WoW. RaF is a Retail thing already anyway and Weekend XP Multipliers don't seem much different from WoD's current weekly events like the Apexis Event, Timewalking Events etc - only that this idea here is a bit more useful on a newly published Realm, as it helps people with speeding up the leveling process, albeit not permanently. That's where the weekend-part kicks in, where most people should have a fair amount of time on their hands anyway, so that's a no-brainer. 

    Don't have much else to say or suggest, since I'm more of the "pure" guy myself, when it comes to progressive servers. 

     

    Other than this - having been around since early Classic - I can provide my help with ironing out Fixes of all sorts, similar to how Kily is doing it for Miwo and MoP Boss Design.

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  6. Overall, Galakras works quite fine now. The randomized composition of wave spawns seems to be gone now, all the waves have the exact composition that they should have on normal. 

    -> Bonecrushers are still a bit wonky. They should CHARGE towards a -random- faction leader, of the three that should be present and then start casting their Fracture onto them - Currently they only charge Jaina or Lor'themar. CC on them seems a bit off, since you can Fear them and sometimes stun effects don't affect them, despite no diminishing returns being present at the time of the stun hitting the mob. The Scrolling Combat Text does not grant any Feedback in terms of them being "Immune" to those stuns either. While they can be dealt with, it'd be nice to see a fix for this, so their Fracture mechanic works flawlessly, without any hickups. 

    TL;DR: Bonecrushers should charge towards a random Faction Leader and they should be immune to any kind of CC except for stuns, "grip"-effects (Death Grip, Monk's Clash ability) and knockbacks. 

    -> Aethas Sunreaver is missing for the Horde, Vereesa Windrunner for the Alliance. Furthermore, Jaina isn't casting her Blizzard ability at all, which is a mechanic in place to speed up wave clear overall. Since Aethas isn't even present for the Horde, he obviously isn't casting his Flamestrike either.

    -> Both Lieutenant General Krugruk (1st, Left Tower) and Master Cannoneer Dagryn (2nd, Right Tower) are having consistent hickups  with their respective Knockbacks (Krugruk = Arcing Smash, Dagryn = Muzzle Spray), often knockbacking players on the tower, that aren't even in the animations for either spell. Essentially, it seems like the animation and the way the bosses are facing doesn't always line up with the direction of the knockback effect. Can be REALLY annoying and cripples tower clear speed on a random basis.

    -> The Proto Drakes in the Sky with their Windreaver mobs on the back are still missing, making the overall damage-income on the Raid a great deal lower than it should be and completely negating the Turret Mechanic of the Towers, until it's actually time to shoot Galakras down. 

     

    Can't give much Feedback on Phase 2, but Pulsing Flames seems to be ramping up at the appropiate speed. Only Flames of Galakrond has behaved a bit wonkey, when players blink with the debuff on them (since they have to get behind the Raid's Camp, so the Orb hits as many players as possible and thus diminishes in throughput).

     

     

     

     

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  7. 2 hours ago, wraegoth said:

    your haste is 41% but what about mastery and critical?

    Doesn't really matter for the discussion. His main problem is haste not granting him as many MC's into DP as he should get with the percentage of haste at hand. And Mastery and Crit NEVER compete with Haste, when you aren't hitting the breakpoints needed. In this case, since the breakpoint conversion is completely destroyed, both of these stats would only serve as sad and unneeded bandaid-fixes on the Player's side, even though a breakpoint problem that affects a good amount of casters is easily higher in Class-fix priority than most other fixes that are coming up at the moment. 


  8. Good to see you back, Buddie. I also just came back to MoP, after my WF-Progression Plans for Legion basically got crossed out by my IRL Stuff. Oh well, shit happens. Figured I'd come back here until the August Release anyway, since most decent Guilds aren't even recruiting at the moment (On Retail). Guess there's hope for our Class on Firestorm, if the both of us are back. :^) 


  9. Almost.. Weapon Damage gets calculated differently. 

    First you have to get the AP Bonus. AP gets converted into additional Weapon damage on spells like slam on a 1-14 scale.

    Current AP / 14 * 3.3(the normalization coefficient for two-hand weapons) = AP coefficient.

    After that you look at your Weapon Damage in your respective weapon's tooltip and take a number close to the middle between your min and max weapon damage.

    This must be done, as Weapon Damage on abilities, behaves based on RNG, TL;DR: Pure AP damage will always hit for the same amount under the same circumstances, while Weapon Damage will always roll a number between the absolute minimum and maximum. Proceed with:

    (APCoefficient+AverageWeaponDMG) * x (x = the Weapon Damage coefficient of the spell. In Slam's case on MoP 275% = 2,75) + 3427 

    The summ of this calculation will give you a number that serves as the average damage the ability can roll. From there, you can start adding in the percentiles.

    Start with damage increases, as those roll first, after that the entirety of the increased amount gets reduced by armor and resilience, so continue by reducing the number to the final, mitigated amount.

    _______________________________________________________

    On another note, yes Arms damage has been too high and Dexlizqt found the problem, while I was lamenting over not finding the problem. 

    Turns out, Seasoned Soldier is being applied to the sheet-weapon damage in your character window, thus effectively increasing an AWarr's effective Weapon Damage by roughly ~30k in most cases. On a Crit this amount would go up to 60k and with PvP power added, easily over 80k Bonus damage. This is what's causing Arms' insane pressure at the moment and the situation will be dealt with as soon as possible.


  10. Hey there, Guys. 

    Rather than just copying some mediocre Battle.net forum guide, like another certain individual (/cough) or creating three new guides from scratch, I opted to just provide links to the best guides of 5.4.8's time on Retail. [Same applies to the WoD Guides]

    __________________________________________________________________________________________________________________________

    Keep in mind that these Guides have all been created as a collaboration, by some of the most cutting-edge warriors in the world-first race back then. Collision also sacrificed a lot of time back then, to get these guides mathematically on-point.

    (He's the guy keeping the SimCraft Profile for Fury and Arms as awesome as it is! - aka the best Simcraft Profile of all the classes, since the Program's first incarnation)

    So, without further or do...

    __________________________________________________________________________________________________________________________

    FURY [MoP]                                                                                                    ARMS [MoP]                                                                                                     PROT [MoP]

    FURY [WoD]                                                                                                   ARMS [WoD]                                                                                                     PROT [WoD]

     

     

    Firestorm Insight (current as of 19.01.16') - MoP

    "What's wrong with the storm, y'all?"

    Currently nothing. The most notable inconsistencies that affect warriors as it is, is the bug that enables raid groups to stack two Crit-buffs. This however, affects a great many classes and speccs and only really makes Fury DPS more stable and the specc less RNG-based. The same could be said about fire mages. All in all, there's nothing to fear and nothing worth of note, y'all. ;) Just make sure to go replace Crit's priority with Mastery, when you're playing Fury and have gone beyond the 53% Crit-cap for Bloodthirst.

    >This section will be updated whenever there's something new going on, that is worth noting<

    ____________________________________________________________________________________________________________________________

    (Subsection - Firestorm Insight - WoD - coming when I find the time so summ it all up. Ashran currently utterly re-iterates all the Warrior speccs in many ways, mostly due to RPPM Bugs with strong trinkets and grand weapon enchants)

    569df4355e4c1_workinprogress.png.3fcaa83


  11. I'm right with you on the Haunting Spirits. Part of PvE'ing is getting geared up and those 522's are a decent start since they both cover: 1 major slot (Head in this case; normally: Head, Chest, Legs) and a medium slot (Feet in this case; normally: Feet, Gloves, Shoulder). It's a fast, costly way to get ready for PvE as a new Player; or as an established Player switching Content (PvP - PvE // Vice-versa). Keeping those off the table is not acceptable.


  12. Well. I have a couple of decent Transmogs I have yet to farm (Exalted Plate Set /ExhaustedofFarming) Here's the one I'm mostly looking forward to, my old T16 Retail Xmog after Progression was over. :D 

     

    WoWScrnShot_101215_025103.jpg

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