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killerduki

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Everything posted by killerduki

  1. http://web.archive.org/web/20061110230105/http://forums.worldofwarcraft.com/thread.html?topicId=11931356&sid=1 November 10 2006 # Sunder Armor: Here we have a winner, one of the best skills to hold aggro. Currently, it is dealing 261 threat, is an instant attack and reduces the armor of your target. There is a great world of combinations with what to use it, but that's it's definition. You should probably wait for 5 sunders before starting to use other abilities if you're not high on rage, although sometimes you will find yourself using both HS and Sunder quickly to use several skills in a very few seconds to grab aggro. At 5 sunders though, even Shield Slam might have an use! Threat Generated: 261 unmodified. Same value after 5 stacks applied. # Heroic Strike: This ability is pretty nice, and one of the best uses to burn extra rage. It causes 145 innate threat at rank 8, and around 172 at rank 9. It's use can vary, and including the threat from damage, it becomes a great threat producing skill. The only problem is that you lose your white damage and rage generation through that, so it is best used to burn rage (although I am finding myself using it more and more at rank 9).
  2. killerduki

    Heroic Strike and Sunder Threats explained

    Well those are "Base Threat" with 0 Attack Power considered within , just "Pure Threat" abilities which will ofc scale with the Gear as you mention and Talents etc. Glad to have you here ^^ I just copied the explanation of archives , nothing else The guy have already mention in his explanation :
  3. killerduki

    Ex-Yugoslavia

    https://www.youtube.com/watch?v=ns-M9xK7i9M [media=https://www.youtube.com/watch?v=ns-M9xK7i9M][/media]
  4. What Blizzard have forgotten but community didn't thanks to this lovely Archive Machine : http://web.archive.org/web/20060228125715/http://forums-en.wow-europe.com/thread.aspx?fn=wow-general-en&t=192967&p=1&tmp=1#post192967 4/27/2005 12:41:55 AM PDT You think you do , but you don't
  5. http://web.archive.org/web/20060323081244/http://forums-en.wow-europe.com/thread.aspx?fn=wow-paladin-en&t=95120&p=1&tmp=1#post95120 For those who wonder : 1. Which abilities are melee crit? SoC, JoC, HoW. 2. Which abilities are spell crit? JoR, Holy Shock, Heals, Exorcism, Holy Wrath(and the last 2 affect demons, in case ya didn't know) 3. How do I calculate spell crit? Reread Tseric's US post and did some personal testing. Fairly certain of 30 int ~= 1% spell crit for palas.
  6. killerduki

    Update 04.11.2016

    https://www.youtube.com/watch?v=Y1_jBM9Jkpk Uploaded on Nov 5, 2006 You can see this guy pull so much mobs and rarely get any daze at all , mobs behind him also doesn't daze him http://wowwiki.wikia.com/wiki/Daze All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature weapon skill and player base defense skill. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have defense rating. http://wowwiki.wikia.com/wiki/Daze?oldid=312539 Revision as of 16:12, November 6, 2006 It also seems that daze debuff can't be applied by a mob if you "Absorb", if you are "Immune" or if you "Resist" the hit. (Absorbs also daze) /Kind regards Killerduki
  7. killerduki

    Update 04.11.2016

    This should be revoked and fixed , apparently low level mobs 20 levels under my level are doing "Daze" nearly at each swing , also you can't "Side run" avoid being "Daze" like it used to be in retail , (i was always "sidewalk" run to not get dazed in retail). With the new fixes you get dazed nearly at each dmg taken behind you "similar like hunter aspect" and it is overtuned. Also mobs "Daze" you even when you are not moving which is also not meant to be. /Kind regards Killerduki
  8. You can see how low level spells are mention to have penalty and lesser coefficient from + Sp bonuses http://web.archive.org/web/20060517100030/http://forums.worldofwarcraft.com/thread.aspx?fn=blizzard-archive&t=5&p=1&tmp=1#post5 1/18/2005 9:31:15 AM PST
  9. http://us.battle.net/forums/en/wow/topic/20749678358 Hey everyone, We’ve seen some talk among the community that you might be expecting to hear some news on legacy servers at BlizzCon, and we just wanted to take a moment to let you know that while we’re still discussing the possibility, we won’t have any updates to share on that until after the show. These past few months we’ve been laser-focused on the launch of Legion and getting Patch 7.1: Return to Karazhan ready to go (it’s almost here!), as well as prepping for BlizzCon—which is always a huge undertaking itself. You’ve heard us say that the launch of Legion was just the beginning of the story we want to tell in this expansion. What we will focus on at BlizzCon is how the team is committed to making sure we bring you a steady stream of content going forward, and we can’t wait to share what’s next for Legion. Thanks for your patience, and we’ll see you at BlizzCon. -J. Allen Brack and the World of Warcraft development team
  10. killerduki

    Heroic Strike and Sunder Threats explained

    More Threats Explained : http://web.archive.org/web/20061117215908/http://forums.worldofwarcraft.com/thread.html?topicId=46307116&sid=1 11/17/2006 Ability_Name Threat Dam Tthreat Rage T/R/TalentsRevenge_6 355 90 445 5 89.0Revenge_5 315 71 386 5 77.2Shield Slam 250 350 600 20 30.0Shield_Bash 180 45 225 10 22.5Sunder_Armor 260 260 12 21.7Heroic_Strike_9 175 175 12 14.6Heroic_Strike_8 145 145 12 12.1Thunder_Clap 130 103 233 20 11.7Battle_Shout 55 55 10 5.5Demo_Shout 43 43 10 4.3
  11. killerduki

    Heroic Strike and Sunder Threats explained

    Updating with all Threat Generators : In battle or Berserker stance, a warrior produces 80% of threat per damage point or innate threat of abilities. Defensive stance produces 130%. Defiance adds 15% to this. Taunting, make use of this skill when needed, but remember that if something bad happens, you need to have it available. Using it to force the target to hit you and gain rage is great, or to hit shield block and a rage and keep it on you, or whatever you may think of. Taunt will also equal your threat to that of the highest target, but then you will have to make up a 10% of extra threat to keep that target on you. This is what we call the "10% rule". Defensive Stance required, or can be used on: # Battle Shout: Well.. yes, battle shout is powerful even for tanking. It increases your AP and your damage, and hence your threat, but it also produces threat. Good skill once you know you have good aggro established, but don't use it when it's tingly, you'll need the rage to hold aggro. Threat Generated: Around 50 unmodified. # Demoralizing Shout: An excellent skill for pulls, whether single or multiple targets are being targeted, due to it's range and threat (43 unmodified per shout to each mob affected). If you're in a situation where several mobs are rushing into your group, an initial demoralizing shout will make them all face you, giving extra time for other tanks to obtain their targets and prevent other classes from being hit. Not only that, but the Attack Power reduction can be quite handy as well, offering further mitigation. Threat Generated: 43 unmodified. # Challenging Shout: Just like mocking blow, it is usually used as a life-saver, although this ability has a bigger function since it'll force every mob in a small radius to face you for six seconds. Although you might find an use for certain fights, scheduling the shout (for Nefarian's phase 1 for example), you can use it just like mocking blow if both taunt and that fail to perform, the difference being that you will most likely not able to use the skill again for that fight since it is on a 10 minute cooldown. # Bloodrage: Very nice skill, you'll be using this a lot, especially on first pulls.It also works as a threat puller since each Rage you gain through it equals 5 unmodified rage with a huge radius, so excellent for drakes in BWL. The talent is worthless, but Last Stand is a great skill. Rage is what gives you threat anywhere, and you need threat to maintain aggro.. so use it whenever you can. Threat Generated: 5 per Power Gain (rage point after the first 10). # Revenge: The best threat producing ability that we have. It produces 315 threat at rank 5, and this is not calculating the damage inflicted. The downside to it is that you can't spam it, as it has a 5 second cooldown. Still, whenever it's activated, use it, as it is the best threat-per-rage ability. Shield Block to force it to lit if you need it. Threat Generated: 315 unmodified, not taking damage into the sum. # Shield Bash: Have extra rage? Disarmed? Use it, it does a fine amount of threat (180) plus damage. It's obviously great whenever you need to interrupt a mob. Threat Generated: 180 unmodified, not taking damage into the sum. # Shield Block: Sweet skill, it will increase your blocking by 75 making it reach 100% or close to that. Without talents it will only block once though, but enough to force Revenge to lit up. With talents it has even more power, and some of it is hidden. # Shield Wall: Speaks for itself? Use it when you know healers are going to have trouble, when you are about to have a rough moment, or when you are really low on life. It's a life saver, even 30 minutes. # Shield Slam: (1.10 Notes)Even though this is a talent, I'll put it next to Sunder and Heroic Strike for better understanding of the three skills. Shield slam is the tier 31 talent in the protection tree, and as argued by many, produces too little threat for being where it is in the tree and doesn't scale with new gear. This makes it a better skill for a new tank with bad weapons than for a tank wielding an Edge of Chaos. Anyway, it's threat value is around 250 by what Kenco was able to calculate comparing to Cop's data, plus damage. Without taking armor into account, and thinking it'll do it's maximum damage, we're talking about 250 plus 550, so 800 unmodified threat. It's pretty nice, and you'll see below that comparing to other skills, on a fully sundered target, it can have it's use to burn your 90-100 rage bars, but it loses strength as your gear becomes better, and as soon as you get rank 9 Heroic Strike, Shield Slam goes right down the hill. Still, good for starting tanks. Patch 1.11 Shield Slam, another world: As of patch 1.11, shield slam is another completely different ability. I will not remove the 1.10 notes so newer tanks will understand why it was changed. In 1.11, Shield Slam was changed, reducing the base damage, but allowing your shield block to be a factor of the total damage. This means that your Shield Slam's damage is now based on base damage + block damage. Around ~180 shield block, this becomes as much damage as the old shield slam, but attention, here's the breaker: Now it costs 20 rage. Not only that, this ability can also crit, and (bug?) it will dispel ALL magical buffs on a target 100% of the time. As a tanking ability it improves a lot, especially for tanks with better gear, but at 20 rage it really helps everyone, and as your gear improves, so will this ability (much needed as you reach certain levels of mitigation). I have not calculated if there was any change to it's innate threat, I will update whenever I can test. Threat Generated: 250 unmodified not considering damage. # Sunder Armor: Here we have a winner, one of the best skills to hold aggro. Currently, it is dealing 261 threat, is an instant attack and reduces the armor of your target. There is a great world of combinations with what to use it, but that's it's definition. You should probably wait for 5 sunders before starting to use other abilities if you're not high on rage, although sometimes you will find yourself using both HS and Sunder quickly to use several skills in a very few seconds to grab aggro. At 5 sunders though, even Shield Slam might have an use! Threat Generated: 261 unmodified. Same value after 5 stacks applied. # Heroic Strike: This ability is pretty nice, and one of the best uses to burn extra rage. It causes 145 innate threat at rank 8, and around 172 at rank 9. It's use can vary, and including the threat from damage, it becomes a great threat producing skill. The only problem is that you lose your white damage and rage generation through that, so it is best used to burn rage (although I am finding myself using it more and more at rank 9). Let us calculate a bit, to compare to other skills. Let's say our HS is hitting a mob for 338 damage, at 15 rage per hit, without any modifiers, we'll be doing 495 threat per hit, and 990 in two hits. Shield wall, will be doing 750 for the same amount of rage, the only difference being that you'll hit with white damage during your SS, for 200, which would kick it up to 1000 if it does it's maximum damage (watch out here, as we are not taking into account weapon speed and unlike HS, SS does from 450 to 550 damage, whereas HS does a constant +138 to your damage) and give you some rage. Not bad, 10 less threat, more or less depending on situation, armour, weapons, sp
  12. http://www.youtube.com/watch?v=9Uc8i2eTdPE
  13. killerduki

    Marshal McBride - Northshire Abbey

    https://report.valkyrie-wow.org/ /Kind regards Killerduki
  14. killerduki

    [BUG] Enslave Demon (Immunity)

    The link you posted Date from 2005-01-28 (Which mean the Video could/was recorded before the Changes implemented). http://www.tentonhammer.com/news/new-changes-with-last-server-maintenance by Byron Mudry on Jan 14, 2005 This is Ordinn they wrote about as Evidence: http://web.archive.org/web/20050305130954/http://forums.worldofwarcraft.com/board.aspx?fn=wow-general Which mean they was Hotfixed after the Video recorded. /Kind regards Killerduki
  15. killerduki

    [BUG] Enslave Demon (Immunity)

    Your Evidence is from Youtube posted in 2016 (not viable) . Your link is from another private server (not viable). Now here are Viable sources from 2005 as Evidence that they should be Immune : http://www.tentonhammer.com/news/new-changes-with-last-server-maintenance by Byron Mudry on Jan 14, 2005 http://www.neogaf.com/forum/showthread.php?t=24241&page=30 Scyn Member (01-14-2005, 08:51 AM) /Kind regards Killerduki
  16. If you want more Pro Active server with more PVP : Vote for this to get Fixed https://report.valkyrie-wow.org/issue/287 With that you can see gankers and anyone who attack City's . What will be the Results : More Active World PvP , More Honor , More Active Server and easier way to achieve your Rank. /Kind regards Killerduki
  17. I can do that at level 60 , why would i care about 20-59 lvl ? /Kind regards Killerduki
  18. killerduki

    Thinking of rolling here

    You can fix those if you set Terrain Distance to lowest. I never get screen freezes since then
  19. I heard Feenix you can easy get Rank 14 , also retail is Easy Max Rank too . At least people have choices. What makes this server still good is the Challenging and hard way to achieve your Rank 14. What is rare is more taste. /Kind regards Killerduki
  20. https://www.reddit.com/r/wowservers/comments/59tvha/cmangos_presents_first_fully_blizzlike_magic/?st=iuttuq6s&sh=bc9adbda Greetings, reddit! In recent years, the notion that open source deep legacy (classic and TBC) emulation having died out was prevailing due to past history, a history of project mismanagement, project forks, discontinued projects as well as overhyped closed source projects generally discouraging development on the open sources by recieving all the thunder. We've seen some interest in legacy open source development being expressed in this subreddit, and we are sad to see, that our project is rarely mentioned in replies. We realize, that lack of communication on the project's part is one of many reasons for this. Therefore, this is our debut attempt to address this issue to an extent, and communcate with people, who share our passion for legacy WoW and open source, in a traditional form for this subreddit: a unique feature showcase. Keep in mind, however, that we aren't a private server project! Tonight we are proud to be treating you with a little something special; a cornerstone WoW game mechanic that should have been implemented a long time ago, and has been assumed by the many to already be implemented correctly: Magic resistance. You may have experienced it yourself; getting an abnormally high amount of resists against targets with any amount of resistance on most private servers. This truly shows in PvP: a huge portion of your direct damage spells actually get fully resisted, so much so that it at the very least hapopens as often, if not more times, than if the target was equipped with a full set of resistance gear. Look no further, the sad truth is here: The truly blizzlike resist distribution was never implemented in Classic and TBC server emulators such as cMaNGOS, and binary spell mechanics are either too unprecise or missing altogether. The sheer research that has gone into the different aspects of magic resistance was going on for a good week, with most of the challenge and ambition being a complete reconstruction of the official magic resistance distribution for Classic and TBC WoW. A lot of trial and error went into Binary spells implementation even before work on resistance started. The results are presented below, and has already been merged with Classic, TBC and WotLK branches at the time of this text's publification. Changelog: Binary spell implementation: Assumed to be the most precise to date based on accumulated data for Classic, TBC and WotLK. A TBC+ feature: Multi-school spells (e.g., frostfire) now interact with magic resistance correctly (calculations now use the value of the most vulnerable school). Bonus magic resistance mitigation for non-binary spells are now based on level difference (The real blizzlike mechanic behind WotLK's "510 boss resistance"). Random distribution of magic resistance for Classic and TBC now fully blizzlike; calculated from an archived page with the official Blizzard resistance table. Random distribution of magic resistance for WotLK now also fully blizzlike as a byproduct of the above; with correct upper and lower peaks. Detailed gameplay changes: Binary spells are now incapable of partially resisting and magic resistance mitigation is directly translated into a chance for a complete resist. Non-binary spells have a chance of partially and fully resisting based on the victim's magic resistance mitigation, with the chance for a complete resist never exceeding 25% with 75% magic resistance mitigation, which was the cap in Classic and TBC. Frostbolt and other spells with a similar structure in the Classic branch are now considered binary (it was changed in patch 2.3), which gives Frost Mages a certain edge over Fire Mages; these spells now ignore 6% of resistance mitigation imposed by the boss' level difference. The final magic resistance table for Classic and TBC now looks like this (rounded off to a flat 1% of resistance mitigation): https://i.imgur.com/IXDyrMb.png The final magic resistance table for WotLK now looks like this (rounded off to a flat 1% of resistance mitigation): https://i.imgur.com/vhmC8e5.png List of references: Official resistance table for Classic and TBC: https://web.archive.org/web/20090206211016/http://www.worldofwarcraft.com/info/basics/resistances.html Original research on resistace, highly underestimated at a time: https://web.archive.org/web/20161015101615/https://dwarfpriest.wordpress.com/2008/01/07/spell-hit-spell-penetration-and-resistances/ WotLK EJ research on resistance: https://web.archive.org/web/20130610125321/http://elitistjerks.com/f15/t44675-resistance_mechanics_wotlk/ Credit for all these changes go to: Warlockbugs (research and implementation) Killerwife (cracking the official table for classic and TBC) cMaNGOS on web: cMaNGOS homepage: http://cmangos.net cMaNGOS on Github: https://github.com/cmangos cMaNGOS IRC: #cmangos on irc.rizon.net Edit: correcting post formatting
  21. I'd rather suggest server start Banning those who says "Dead", since it is already "Dead" we don't need someone to preach us how server is progressing . All we see is Toxic by CF Agents spilling negative moral against Elysium , meanwhile Kronoss is even worse than Elysium but nobody doing that there like they do here. See Discord,Reddit,Forums,In Game .... Full with Toxic "Dead dead" . I think it is time to ban and release from those, will make server twice better than currently is. /Kind regards Killerduki
  22. killerduki

    Update 26.10.2016

    This guy is apparently correct : http://wohochka.ru/threads/14696-70-things-to-know-about-a-hunter 29.09.2006, 19:54 The fix must be reversed and AP from Onyxia and the Items should not offer Ranged AP .
  23. That makes it more challenging and tasty .
  24. killerduki

    Killerduki's Adventure

    https://www.youtube.com/user/killerduki Enjoy in my quality Videos of my great and unique Protection Paladin Tanking Videos you never seen before. Music is annoying or without sound because Youtube removing/deleting/replacing Video/Sound because of their Copyright Claims. Everything you need to know or learn about Protection Paladin Tanking. There are also random other kind of World of Warcraft Videos either /Kind regards Killerduki
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