Drakbak
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Everything posted by Drakbak
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#Dumpstertime!
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Depends on the server for which is easier to farm. On old nost, they were spawn camped. At least with the scales, you can run a bunch of UBRS with your guild. The boots aren't easy to come by due to the requirement for cores, but will be the piece that stays with you the longest as the FR from the boots alone is worth hanging on to. I've vendored the other 3 pieces as t1/t2 provides sufficient FR for significant dps gains, but the boots are still part of my FR set. But like perkalov said, using a combo of both sets will probably give you the best bang for your buck at least until Dire Maul is released. At that point, you'll probably replace pieces of dragonscale while keeping the Devilsaur set.
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Something else that could be messing up the addon is that it doesn't seem to take into account factors that could mess up the auto shot timer. Auto shot requires a "cast time" to actually fire when it's supposed to. For instance, if you're running around, the auto shot cooldown reaches zero but won't fire until you stop moving. HOWEVER, it doesn't fire instantly, it takes a moment for it to fire before you can start running again. I estimate it to be around 0.5 sec, but haven't done anything concrete to determine the actual time. So when I'm theorycrafting my rotations, I factor in a minimum of 0.5 sec if auto is getting pushed back by another shot/spell. For instance, aimed shot always pushes back your next autoshot because the cast time is so long. The autoshot CD finishes while aimed shot casts, but there's a short delay before autoshot is fired. If it was instant, you'd have both shots fire on top of each other. In addition, when haste effects are applied the current auto shot isn't suddenly sped up, the haste only applies when the next autoshot starts it's timer. I can't recall if the addon takes this into account. Also, what is the impact of latency on the timer?
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"self.next" is a time stamp that is calculated by the addon to approximate when the next auto shot should fire. "time" is the current timestamp. so self.next - time is trying to determine how much longer until the next auto shot fires. If that length of time is shorter than Aimed shot's adjusted cast time, then aimed shot does not fire (basically it's waiting for auto shot to have a longer "next shot" time). I can't say whether or not quiver speed reduces the cast time of aimed shot. I was unaware the cast time even could be reduced before reading this thread, and haven't had the time to test it for myself. However, assuming it does, the calculation for the haste effects is correct. They should be applied multiplicative. In your friend's code, rapid fire and quick shots is also contributing to a reduced cast time. I asked about multi-shot, and I'm hoping you'll provide an answer. I want to know because whether or not it's firing will narrow down which part of the code is not working. If it's not working, I have a hunch that his event handler isn't working correctly and the only part of the code that's actually being used is the part that toggles autoshot on. If multi-shot does work with the addon's script, then that narrows it down specifically to the aimed shot equations. I think it's the former, because when I google the API, it looks like you're supposed to specify a specific event and he used the generic syntax without appropriate arguments. OBH.f:SetScript("OnEvent", function(self, event) I believe the "event" listed in that line is supposed to be a specific event keyword such as SPELL_UPDATE_COOLDOWN. But again, I'm trying to piece stuff together from google and this may not be appropriate for Vanilla WOW. The site I'm looking at has a lot of stuff from the xpacs, so the API may be different.
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GM just banned my friend? WTF mode.
Drakbak replied to Antipatra's topic in General Discussion & Suggestions
AFAIK, they work the appeals from oldest to newest. It doesn't matter how "easy" or "hard" the resolution is, you're stuck in a line with all the other appeals. In addition, every time you "bump" the thread, it gets sent to the bottom of the list. Be patient and wait for the appeal process. -
open a ticket in-game. the GM will investigate and proceed accordingly.
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[NINJA LOOTER - HORDE] Shadow Priest - Name : Najathar - Guild : <Golden Horn>
Drakbak replied to Olta's topic in General Discussion & Suggestions
Diamond should have gone to the guy who rolled it, regardless of bag situation (he clears some space and you give it to him) BoE ring is a high-value item that can feasibly be a "need" for everyone...should have been a roll off for the whole group. You're both wrong, but it doesn't make either of you "ninjas". Just selfish. -
Well in the code, it's setup so that aimed shot cast time is hastened by the quiver speed, calculating the aimed shot cast time to be 2.60. A bow with base speed of 2.9 would have a "cast time" of 2.52 and would therefore always be faster, whereas your xbow would not. That is why I asked. Is multi-shot firing as expected? Or is it only aimed shot that's not firing?
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I have no intentions of testing the addon, but i looked at the lua file to see what was being accomplished. Which weapon(s) are you testing it with? If Aimed shot isn't firing, my guess would be because the addon is prioritizing auto shot so long as the "next auto shot" time is shorter than the cast time of aimed shot. If you're using a weapon with a base speed equal to or faster than 3.0, I assume that could be your issue.
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nice clarification, even 10 years later i still learn new stuff every day.
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Depends what your focus is....if it's raiding, go for the stat above all else. If it's PvP, you'll probably want a strong 2-hander with decent stats for bigger raptor strikes.
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What this guy said. If you want a talent tree calculater, db.vanillagaming.org has a good one.
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GM just banned my friend? WTF mode.
Drakbak replied to Antipatra's topic in General Discussion & Suggestions
My guess is that your friend was safespotting on top of one of the buildings, and doesn't realize that that's a no-no. -
I don't see why not. It's a glorified macro that let's you spam a full rotation instead of a clipped rotation. Kind of kills the spirit of the class, but will probably maximize dps for some people if the addon works correctly. That being said, I likely won't use it. If i wanted to spam "2" all day, i'd have rolled mage or warlock.
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Questions about raiding. (Looking for answers from Leadership)
Drakbak replied to Ghostly's topic in General Discussion & Suggestions
Flasks: Use as needed. Usually they help bridge the gap between content and gear. If you're not well geared, flasks can give that extra push. Usually casters will flask up to race the damage meter (regardless of whether it's required), so it really comes down to your tank's health and healer's mana. DKP: I tried a few different DKP systems on retail (vanilla/tbc) and they usually all boil down to the same set of issues. 1) You will get people that hoard their DKP for the premium items and pass on loot that would otherwise be decent upgrades. Letting upgrades rot only hurts progression, and giving "rots" away "for free" hurts the validity of DKP. 2) New members usually get dumped with gear because everyone else already has it, which is fine except they end up WAY in the hole and can never roll for something that isn't a rot...they might as well just join a new guild and start over. You might be able to get around this by setting up some sort of decay, but I always found DKP to be cumbersome for those reasons. Loot Council: When our guild started raiding on Old Nost, we used a loot council and still use it today. It's not without it's own problems, but it's the best system I've seen so long as it is operated in an honest environment. A corrupt council will corrupt the guild and you will quickly be looking for a new one. You'll make some mistakes, which will piss people off. You'll make far more correct decisions, and you'll still piss some people off. It all depends on the guild culture you cultivate. If someone takes issue with a decision, make sure to hear them out and reflect on it to see whether you need to modify the decision-making process. You can't make everyone happy all the time, but I feel that a well-run loot council can make 95% of the raid happy 95% of the time (or better). On top of that, nothing useful rots, you can direct key pieces of loot to where it will help the raid the most, and new guys can get top-tier pieces if they've proven themselves worthy, helping retention of good players. Keys to running this well: Maintain a log for attendance and loot history to help in identifying who hasn't received loot in awhile along with identifying those who show up consistently. Be flexible, admit when mistakes are made, and communicate how you plan to avoid those mistakes in the future. Raid Composition: If you're starting in MC, just bring what you can get. At least 4 (warrior) tanks and 10 healers (adjust as needed, depending on performance). You want a mix of mages and warlocks (You'll want enough warlocks to banish adds on Garr that aren't tanked, and 4 mages for sheeps on the Domo fight). At least 2 hunters for tranquilizing shot, but in MC and into BWL their dps is good enough, so don't be afraid to bring more. 1 shadow priest is good, and we have an enhance shaman running Nightfall, but feral/boom druids and elemental shaman don't add enough to be worthwhile. If you just need to fill 40 slots, take whoever you can get, but you'll need to optimize the raid the further you go. Raid Leading: Have a primary raid leader, but delegate responsibilities as they make sense. Having a healer in charge of healing assignments separate from the main RL is important. Have class leads in charge of assigning polymorphs, banishes, decurse/demagics, tranq rotations, etc is important as it leaves the main RL open to deal with higher-level stuff. Stress the importance of having voice-coms clear during a fight, with only authorized people making calls during the fight. If the shit hits the fan, you need the clear voice-coms in order to stage a recovery. Set the tone for the type of guild you want to be. If you want to race for server firsts and clear-records, you'll have to set the tone accordingly. I prefer a more relaxed environment, so we set reasonable but not outrageous goals and are more focused on having fun/laughing/joking (but get serious if we're having a rough night). Addons: In theory you can clear the game without the use of addons, but they sure make life a lot simpler. We require Deadly Boss Mods, KTM Threat Meter, and a decursing mod I don't know the name of (as i'm not a decurser). We also require the use of our voice-coms application so you can listen to raid calls. What you choose to require is entirely up to your guild and what you find to be important. -
I haven't used it since old Nost, but even back then it was pretty substandard (I recall it really only dispelling on the first tick). My suggestion is to run some tests and report your results to the bug tracker.
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the way to learn the abilities is to keep using it. I'm not sure what the mechanic is behind this, but as far as i know, it's somewhat random. Even so, it shouldn't take long to learn abilities. All in all, though....you shouldn't need the lower ranks if you can learn the higher ones.
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As far as i know, deep wounds is on the tier of lowest-priority in terms of which debuffs push off others. The problem is that Expose weakness is on that same tier when it really should have been given a higher priority. Obviously the two talents have differences, and I'm not debating that. But warriors view it as a must-have similar to how hunters view it as a must-have. But our guild doesn't have dps issues, so we don't min/max debuff slots. We get the important stuff up and things fall over pretty fast. We aren't pushing for clear records or whatever.
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Warriors don't spec Deep Wounds for the bleed effect. They spec into it because it's required in order to spec into Impale, which provides a 20% damage bonus for critical strikes. That's like telling a hunter to skip Mortal Shots.
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Knife is correct. The calculation is Base Speed / (1 + Haste%). So in your case, it's 2.00 / (1 + 30%) = 2 / 1.3 = 1.5384615. Think of it more in terms of "I'm going 30% faster than usual, so I'm going 130% of normal". A 100% haste bonus would be 2.00 / (1 + 100%) = 2 / 2 = 1.00 Speed, which is double your original speed. The same calculation works with your weapon speed with the quiver haste bonus. So if you have a 3.00 speed weapon and 15% quiver, it's 3.00 / 1.15 = 2.6087. Now if we take it one step further, let's apply Rapid Fire so you have a 2nd haste effect alongside the quiver. You combine these effects by multiplying them together like this: 1.15 * 1.40 = 1.61 total haste effect. So 3.00 / 1.61 = 1.863 weapon speed.
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In order to learn new abilities to train, you have to tame pets that already know such abilities. Then you use those abilities until you learn how to teach the ability (usually only takes a few uses to learn).
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In order to learn new abilities to train, you have to tame pets that already know such abilities. Then you use those abilities until you learn how to teach the ability (usually only takes a few uses to learn).
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Bump for BWL full clear on the new server. Feels good to be back! Looking for those resto shaman for core raid spots (aka you will get invites, you will get loot)
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Horde-side, KOD of <Team Blackout> also has +55 healing.
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if you don't think it's working properly....go to the bug reporting section
