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killerduki

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Everything posted by killerduki

  1. killerduki

    Ex-Yugoslavia

    https://www.youtube.com/watch?v=lRfyJWVRdS8
  2. killerduki

    The Project's Future

    https://forum.nostalrius.org/viewtopic.php?f=2&t=35310&start=170#p272877 This is info to make him clear that Clustering was never implemented in Nostalrius . (it was about , but it went shut down before). /Kind regards Killerduki
  3. killerduki

    The Project's Future

    Nostalrius did not have Clustering and had already 14k population . Nostalrius did not have Phasing and had already 14k population. (they was preparing for that , but they never had). Nostalrius implemented for the first time Dynamic respawn and Phasing 3 months before server Shut Down , but only because they had more than 10 000 population. Your conclusion is not based on realistic ways. Server Cap will be over 6k if i am not wrong, therefore does not need such things implemented to handle the population. In case they add them is just bonus but nothing to affect the gameplay and blizzlike spirit . Potu can maybe produce more info about it regarding Nostalrius in case i am wrong /Kind regards Killerduki
  4. killerduki

    The Project's Future

    1- Clustering is not needed if server is not populated with more than 5k . 2- Phasing is not needed if server doesn't lag. 3- Dynamic respawn is not needed if server is not populated with more than 5k . 4- This is not TBC for 2.0 Macro. /Kind regards Killerduki
  5. killerduki

    Custom PvP Brackets

    don't change anything outside blizzlike spirit . if you don't want to fail again. Server start to recover after the fail pathfinding and rollback fix. let keep it that way.
  6. Let me provide you Evidence with another example : The Drake loot table apparently shows 1.1% Droprate Chance for Elite which provide Evidence for this http://web.archive.org/web/20060616133055/http://thottbot.com/?n=389744 Now here is another Example to explain you why : Apparently in this Lake shows "Overall population Catch" and shows for those items 1.9% Droprate https://web.archive.org/web/20070909141335/http://thottbot.com/i6718 But when you click the Lake table it shows 15% : https://web.archive.org/web/20071130013810/http://thottbot.com/zf456 In this case for Heart both Overall and Direct loot Table for Heart Droprate shows 1.1% : Overall droprate 1,1% : http://web.archive.org/web/20060427224359/http://www.thottbot.com/?i=12514 Direct loot Table explained shows 1.1% : http://web.archive.org/web/20060617184039/http://thottbot.com/?n=397859 If this is not enough evidence for you, honestly i don't know what else could be. /Kind regards Killerduki
  7. I seen many complains if this quest is bugged or not : Here sources from 2007 shows : https://web.archive.org/web/20070909141335/http://thottbot.com/i6718 Droprate is 1.9% . And currently they work properly in this server as i personally completed this quest with 2 Characters already /Kind regards Killerduki
  8. killerduki

    For those who wonder about Electropellers

    You are correct and i was wrong : https://web.archive.org/web/20071130013810/http://thottbot.com/zf456 It suppose to be 15%
  9. Here is your proof and my comments came from there on my 1st Reply: http://web.archive.org/web/20060427224359/http://www.thottbot.com/?i=12514 April 27 2006 Whelps Droprate 0.7% , Elite Dragons Droprate 1.1% and it Confirm Wowhead Droprate too. /Kind regards Killerduki
  10. killerduki

    2 new potential players...

    1st answer : There was issue at beginning with Pathfinding but we are glad we have great Developer team that fixed and resolved this issue , Bugs are fixed in Quality manners and Weekly Bug fixing . 2nd answer : This is by far most stable private server with longest up time, i heard also NA have very good internet in this server but i can't confirm that in their name. 3rd answer : Past 2 weeks there was indeed some issues with Pathfinding and rolling back that caused problem , population currently is a bit low but we expect growing since main issues are finally solved and we are happy with that . 4th answer : Faction balance variate , sometime 40% Horde / 60% Alliance and sometime 50% -50% . You are welcome here , this server is not affected by Blizzard and USA laws and they can't shut down, also this server is true 1.12 Blizzlike without any game changing modification like other servers do. (perhaps some minor but not something to affect 1.12 Blizzlike spirit). /Kind regards Killerduki
  11. This is what Wowhead shows : http://www.wowhead.com/item=4612/black-drakes-heart Whelps : 0.1% Elite Dragons : 0.5% And here are their Comments *majority" : /Kind regards Killerduki
  12. killerduki

    Update 22.08.2016

    The invite , Party Chat, Say etc should be fine and allowed for all levels . Only /whisper and LFG/World Channels should be forbidden as Anti Gold Seller prevention in my opinion.
  13. killerduki

    Attracting New Players

    Since Pathfinding is fixed and i welcome that so much, still i find Synchronization as big issue , you can see "NPC" Caster stay at position "A" but in reality he stay 10-30 yards far at position "B" . You can't attack or kill him, you will end up dead or attacked by mob and this is big issue especially for Newcomers that willing to leveling and questing. /Kind regards Killerduki
  14. Enjoy https://www.youtube.com/watch?v=nCem2c_apoM Uploaded on Sep 17, 2006
  15. killerduki

    Gear List - useful for BiS and pre-BiS

    The dodge in server currently is broken , by that also Feral Druids are broken . You guys need to investigate for your bugs bit more /Kind regards Killerduki https://report.valkyrie-wow.org/issue/137
  16. killerduki

    Arms Warrior raw gameplay

    Hey Wersi! Will Subscribe to your Channel! Btw what program do you use for the In Game Sound ?
  17. killerduki

    Gyrofreeze Ice Reflector (how it should work)

    https://report.valkyrie-wow.org/issue/196 Read the report , it relate to this Topic /Kind regards Killerduki
  18. killerduki

    Emergency Maintenance

    I will come online later tonight hope everything is fix by then ^^ Good luck
  19. killerduki

    The Project's Future

    Ok , now since Pathfinding was improved in lovely stage. Another issue i have found very annoying : NPC "Synchronization" is also an issue. Example : I see Caster standing in "B" position, but in reality the Caster standing in "A" position which is far away from position "B". I can't pull or dps the Caster , if he see me then he is shooting me and i am dead. Big problem and another #1 issue after Pathfinding. /Kind regards Killerduki
  20. killerduki

    Update 19.10.2016

    They will get fixed at regular update , this one was unofficial update.
  21. killerduki

    Update 19.10.2016

    I already feel Pathfinding improvements!! Good Job , keep continue like that!
  22. killerduki

    Blizzcon 2005

    http://www.youtube.com/watch?v=Falm0H7VEiQ#t=17 https://www.youtube.com/watch?v=ioQWkWj5_ss
  23. Whelps: KIlls : 84976 , Drops Count: 618, Drops% : 0.7% Elite Dragons: Kills : 9712 , Drops Count : 108 , Drops% : 1.1% Probably you Dodge that , reading comments here is not viable at all. And here is 1 big Comment mark as Yellow And here is the guy with the Quest writing : /Kind regards Killerduki
  24. Taken from Another Server as Example why World Bosses should not be "Blizzlike Timer" but Randomly Modified and how Hardcore Guilds usual Abuse this: http://forum.nostalrius.org/viewtopic.php?f=6&t=31901&hilit=abuse+world+boss
  25. killerduki

    Kenco's Threat Guide

    Last Edit: 26 July 2006. Added Cleave and a few comments for Warriors, clarified Warlock stuff. 27 July 2006: Updated Fade description in Priest section. (1) Definitions: Threat vs Aggro, Threat Scale We define "aggro" to be who the mob is attacking. A player has aggro, or pulls aggro, when the mob is attacking them. We define "threat" to be a numeric value that each mob has towards each player. Note that the target who has aggro is not necessarily the player with the highest threat. To set a scale for threat, let 1 point of damage from a normal attack cause 1 point of threat, where the sense of normal will be clarified later. The threat values of some abilities are listed in the MPQs, and this 1:1 scale matches those abilities (e.g. feint, distracting shot, fade). (2) The Threat List Imagine every mob as keeping a list of players and their threat values. If the mob is unaware of a player, that player will not be on the threat list. As soon as the mob becomes aware of a player, in the ways described below, they are put on the list with 0 threat. Knowing which players are on a mobs threat list and which mobs have a certain player on their threat lists is crucial in predicting a mobs behaviour. A player can get on a mobs threat list in the following ways: 1) Body Pulling, i.e. getting close enough to a mob that is out of combat. 2) Body Pulling linked mobs. When you body pull a mob, youll also get onto the threat lists of all mobs that are linked to it. Note that after the pull they become unlinked; a second person attacking one of the mobs will only get on that mobs threat list after the pull. 3) Buffing a player that is on the mobs threat list. That is, casting a healing spell or other buff spell. 4) Direct damage or casting a debuff on the mob. Some debuffs, notably mind vision and hunters mark, wont put you on the mobs threat list. 5) Bosses in-combat pulse. For most high level instance bosses, every tick (2 seconds) every player in the instance is added to the boss threat list when the boss is in combat. 6) In combat proximity. Many mobs with secondary targeting or AOE abilities will add nearby players to their threat lists. For other mobs, as long as they are in combat you can stand on top of them and not get added to their threat list. (3) Aggro Transfer, Threat Decay To prevent mobs rapidly swapping targets when many players have similar threat, a mob will stay on its current target unless another player has significantly higher threat. Suppose a mob has aggro on a certain player X. Then to pull aggro while in melee range, another player needs 110% of Xs threat. If the other player is outside melee range, they need 130% of Xs threat to pull aggro. This means than in general, once you have aggro it is easy to keep it, and once you lose aggro it is hard to regain it. It also stops two players attacking a mob from range and constantly swapping aggro between them, because as their threat increases, the 30% margin will be harder and harder to overcome. Note that the 10% effect is determined only by your range, not the ability used. If you are generating threat from healing or a range ability such as Frostbolt, you will still pull aggro at 110% if you are within melee range of the mob. In the normal course of events, threat does not decay. Once you are on a mobs threat list, youre there until its dead or you are, and your threat does not decay over time. There are of course mobs with specific abilities that reduce threat, and player abilities also, which do decrease your threat. (4) AOE Threat: Healing, Buffing, Power Gain Each point of healing causes 0.5 threat, forgetting threat modifiers. Overhealing doesnt cause threat. Most buff spells cast on friendly players generate a small amount of threat. Gaining Power (Mana / Energy / Rage) also causes threat in most cases, for example taking a healing potion, or gaining rage from Bloodrage, or Energy from Thistle Tea. Certain spells are exempt, for example mana from Blessing of Wisdom or a Mana Spring totem doesnt cause threat, and there is no threat from the healing gained from Siphon Life. For normal abilities, each point of Mana is 0.5 threat, Rage is 5 threat, and Energy is unknown, probably 5. In the scheme of things, threat from power gain is usually irrelevant, unless you have consistent or burst values, such as taking a mana potion or having Fel Energy running. These forms of buffs all have infinite range; they will cause threat to all mobs on whose threat list you are on. Furthermore, the threat caused is split equally among all the affected mobs. If you are on one mobs threat list, a 1000 point heal will cause 500 threat to that mob. If 5 mobs are aware of you, the same heal will cause 100 threat on each mob. Note that threat caused from Power Gain is not affected by threat modifiers. Gaining 1 point of Rage will give 5 threat whether you are in Battle Stance or Defensive Stance. (5) Threat Modifiers: Common Modifiers, Interaction Here are some of the more common threat modifiers and their values, assuming you have the maximum number of talent points in the talents mentioned: Warrior in Defensive Stance / Druid in Bear Stance: x1.3 Warriors 5/5 Defiance / Druidss 5/5 Feral Instinct: x1.15 (in above stances only) Warrior in Battle or Berserker Stance: x0.8 Rogue (passive, always on): x0.8 Blessing of Salvation: x0.7 Tranquil Air Totem: x0.8 Priests 5/5 Silent Resolve: x0.8 (spells) Mages 3/3 Frost Channelling: x0.7 (frost spells) Mages 2/2 Arcane Subtlety: x0.6 (arcane spells) As of 1.12, all threat modifiers are multiplicative, which makes them independent. Blessing of Salvation "reduces your threat by 30%", which is implemented as "multiplies your threat by 70%". Two different modifiers just multiply on each other, so Blessing of Salvation + Arcanist 8/8 + Frost Channeling would be 0.7 x 0.85 x 0.7 = 41.65% threat. The primary effect of the 1.12 change is to stop several threat modifiers combining too powerfully; for example it was possible to achieve 0% threat generation using the Fetish of the Sand Reaver. It is useful to consider the inverse multiplier, which is the increase in damage or healing potential as a result of a threat modifier. Suppose you have Blessing of Salvation on, for a 0.7 threat modifier. Then to get 1 point of threat, you can now do 1 / 0.7 = 1.43 points of damage. In other words, the Blessing of Salvation buff allows you to do 43% more damage for the same threat. Similarly, the Rogue passive modifier allows you to do 25% more damage for 1 threat. To combine them, just multiply 1.43 * 1.25 = 79% more damage for 1 point of threat, compared to a player with no threat modifiers. (6) Class Abilities and Talents in Detail (A) Warrior Most warrior abilities add a fixed amount of threat when they land successfully. The following table gives the raw values, i.e. before the modifiers from battle stance or defensive stance, and ignores the damage done by the abilities. Sunder Armor............260 Heroic Strike 8.........145 Heroic Strike 9 (AQ)....175 Revenge 5...............315 Revenge 6 (AQ)..........355 Shield Bash.............180 Shield Slam (1.11)......250 Thunder Clap............130 Demoralizing Shout.......43 Battle Shout.............55 Cleave..................100 For a non-tanking warrior against a single target, Cleave will give a lower threat per damage than heroic strike, but only if you have 3/3 Improved Cleave, and in any case the difference is marginal. To compare them, we can disregard the armour of the target and the autoattack components, since they will both be affected equally. Then Rank 9 Heroic Strike is 2.10 threat per damage, while 3/3 Improved Cleave is 1.91 threat per damage. Battle Shout generates 55 threat for each player that is buffed; up to 5 people in your party and their pets, as long as they are on the relevant mob's threat list. For example if you buff a player that is out of combat, no threat is generated. Therefore in a tightly packed group, Battle Shout can rival Sunder Armor for threat, but as a buff the threat is split amongst all the mobs that are aware of you. On the other hand, Demoralizing Shout gives 43 threat to each affected mob. As long as there are 6 or more mobs affected, it will hold aggro as well or better than Sunder Armor. Recently (1.11.x), the behaviour of Taunt has been buffed slightly. It now does three things: 1) Taunt debuff. The mob is forced to attack you for 3 seconds. Later taunts by other players override this. 2) You are given threat equal to the mob's previous aggro target, permanently. Importantly, you won't necessarily get as much threat as the highest person on the mob's list, only as much as whoever is currently tanking it. 3) You gain complete aggro on the mob at the instant you taunt. Usually you would need 10% more threat to gain aggro (see section 3), but a taunt now gives you instant aggro on the mob. Of course if other people are generating significant threat on the mob, they could exceed your threat by more than 10% before the taunt debuff wears off, and will gain aggro as soon as it does. There is no limit to the amount of threat you can gain from Taunt. While Challenging Shout and Mocking Blow have a similar forced attack debuff to Taunt, they do not give the caster threat in the same way as Taunt, just fixed amounts. ( Druid (credit to Chibi of Shadow Moon) The threat modifiers for Bear tanks are the same as Warriors: 130% for Bear Form and Defensive Stance, or 149.5% if you have 5/5 Defiance or Feral Instinct. However, the primary bear tanking abilities dont add threat like warriors', they multiply. Each point of damage done by Maul and Swipe does an additional 0.75 threat, before the bear stance modifier. E.g. Maul does 200 damage, so it does 200 * 1.75 = 350 threat raw, or 350 * 1.3 * 1.15 = 523 threat counting the bear stance + feral instinct modifiers. In Cat Form, there is no -20% passive threat modifier that Rogues or Warriors in Battle or Berserker Stance have. The Subtlety Talent is multiplicative, for 0.8 at max rank. Growl has exactly the same behaviour as Taunt for Warriors. © Rogue Rogues have a passive -20% threat modifier, so all damage done causes 0.8 threat by default, or 0.8 * 0.7 = 0.56 threat with Blessing of Salvation. Feint does -600 threat, or -800 threat with rank 5, from the AQ book. Note that it is affected by your threat modifiers, so that the rank 5 ability reduces only 800 * 0.8 = 640 threat by default, or 800 * 0.56 = 448 threat with blessing of salvation. However, in every case it reduces the threat of 800 points of damage. Note that you can't feint below 0 threat. Vanish removes you from all mobs threat lists, but if you are fighting a boss you will get back on due to the in-combat pulse every tick. However, if you are the last person alive, a vanish will cause the boss to go out of combat, so youll survive if you can achieve that feat. (D) Paladin Paladins receive 50% threat from healing compared to other healers. This is designed to stop them tanking instances by healing everything in sight. As a side affect, this gives them a decent advantage over other healers where healing threat is an issue. When the Righteous Fury buff is active, Holy damage causes 1.6 threat, or 1.9 threat if you have 3/3 Improved Righteous Fury. Holy Shield damage gives another 1.2 multiplier, for 1.9 * 1.2 = 2.28 threat per damage with talented Righteous Fury. (E) Priest The Silent Resolve talent gives a 0.8 multiplier to threat from spells. Shadow Affinity multiplies threat from shadow spells by 0.75. For example, with Silent Resolve and Shadow Affinity and Blessing of Wisdom, your threat from shadow spells is 0.8 * 0.7 * 0.75 = 42% of normal. Mind Blast generates 2 threat per damage, all ranks. Fade reduces your threat temporarily by a fixed amount - 820 at max rank, and is not affected by threat modifiers, such as Silent Resolve. This is a good thing since a priest would only have negative threat modifiers on. When the buff ends, you get the same threat back, so there is no net gain from spamming Fade you should leave it as a panic button instead. However when the Fade buff ends, the threat is not returned immediately; only after your next combat action (basically, doing anything). It is possible to fade preemptively; it will have the same effect if you are below 820 threat. If you are in combat with 0 threat and then fade, the fade buff will mitigate up to 820 threat as long as it's up. (F) Warlock The healing from Leech effects (do x damage and gain x life) does not cause threat. For Siphon Life, Drain Life and Death Coil the only threat is caused by the damage done, except that for Siphon life there is threat generated with applying the debuff. Most curses cause non-zero threat, so will pull a body pulled mob. Life Tap causes 0 threat. Fel Stamina and Fel Energy may or may not generate threat, i can't confirm. Searing pain is 2 threat per damage, all ranks. (G) Shaman The talent Healing Grace is a multiplier, 0.85 at max level, which would give you 68% threat from heals with a Tranquil Air totem. Earth Shock is 2 threat per damage, all ranks. Each rank of Rockbiter Weapon triggers a weapon proc that is designed to give a fixed threat per second. At max rank, Rockbiter gives 72 threat per second on successful hits. If you had a 3.0 speed weapon, each successful hit (not a miss, dodge or parry) would add 3 * 72 = 216 threat. (H) Mage The mage talents Frost Channeling, Burning Soul and Arcane Subtlety give 0.7, 0.7 and 0.6 threat multipliers to Frost, Fire and Arcane spells respectively. (I) Hunter Feign Death is a complete threat wipe, as long as it isnt resisted. Distracting shot is a flat 600 threat at max rank. (7) And One Other Thing... Crits dont give you any extra threat just for being crits. Overwriting a buff doesnt affect the threat caused. E.g. Sunder Armor causes as much threat when there are 5 debuffs as none, and player buffs cause just as much threat if the player already had one up. There was no specific Topic for that so i posted it here
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