Zarant
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Everything posted by Zarant
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Have you ever played a rogue? A good geared rogue doesn't need to land 3 backstabs to kill people. Most casters die with just 1 backstab and an eviscerate crit.
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This table assumes that the spell caster is level 60, the right most column is the average damage reduction, for binary spells it tells you the chance of your spell being resisted. The resistance formula used for most vanilla/tbc cores, the elysium core included, comes from this source: https://dwarfpriest.wordpress.com/2008/01/07/spell-hit-spell-penetration-and-resistances/
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So, imagine a new guy decides to play vanilla wow and chose as his first server anathema or darrowshire. This same guy spend 3 or 4 days leveling by himself, without bumping into any other player outside orgrimmar or ironforge, after a while he makes the decision of leaving the server and rolling on Elysium, because lets be honest, being in a super overcrowded server kinda sucks, but it's still WAY BETTER than having your 1-60 experience feel like a single player game. As far as this game goes, people come and go all the time, but when you don't have anyone new joining the server, it's just a matter of time until the population shrinks like a testicle of a weightlifter on steroids. Releasing new content might bring back some of the server veterans that quit somewhere along the way, but the core issue still remains. I can't see any way of reversing this trend without any kind of character transfer. I've seen a lot of people on Elysium complaining about the queue times and server delay. Instead of offering them a way to transfer out of Elysium, which is way less aggravating than a server merge, they just decided to raise the population cap and ask for donations for hardware upgrades, funneling all the population even more into the Elysium realm.
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It's not that simple, you can't just create a good quality TBC server out of thin air. The demand is there, but pretty much all TBC servers end up abandoned after a while when people finally realize that they suck. Even If the Elysium team develop a TBC project, it will take them years to get it working on a acceptable level.
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Yes they can, I'm not 100% sure if there are any restrictions, specially regarding sweeping strikes I'm not totally sure if it follow the same rules but each extra attack from cleave and whirlwind is treated like an independent melee swing.
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Have you ever asked yourself why is that a bug in the first place? Because it does feel like a bug, imagine if you get disarmed, cast a shield slam and get a crusader proc, that doesn't feel right. You could argue the same about bloodthirst, ok, I can go with that. But then you have sunder armor and execute which are both proper main hand attacks but doesn't trigger any main hand proc because of a made up rule, that is, the main hand attack must do damage, which is not blizzlike at all and there is nothing explicitly indicating that sunder armor isn't supposed to behave that way, and which is even more weird is that execute falls into this same category. There are so many things inconsistent here and even with proper evidence, the response to this whole thing is just: Not a bug, nothing to do here.
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Don't be so naive, of course they know it's blizzlike, if you look at one of their previous patch notes (https://elysium-project.org/updates/2016-12-15),they clearly knew the way it worked on retail and even acknowledged that at some point implementing a half assed "fix" to shield bash. This is clearly an arbitrary design choice, they are just saying that this is a bug just to avoid any conversation about this topic, and that's why the elysium team flip flop so much on this kind of subject, see the whole thunderfury debate that happened a few months ago. This probably have something to do with content tuning I assume, buffing classes, specially prot warriors will just make content easier. And from their previous actions, that is kind of consistent, when they inherited the nost core they made some effort to make Ironfoe not as good as other raid weapons. By indirectly increasing its proc rate, ironfoe might be viable once again, specially for tanking.
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In order to trigger any kind of main hand procs, the spell itself must require a melee weapon and it must do some kind of damage. Which excludes spells like sunder armor, bloodthirst, pummel, shield slam and thunder clap. There are exception to this rule, like seal of righteousness for example, but as far as warriors are concerned, the only spells that doesn't follow those simple rules are execute and shield bash. Shield bash is manually coded as an exception to this rule and can trigger main hand procs. For some reason shield slam doesn't behave like shield bash, despite having evidence from the 2.0 patch notes indicating that both shield slam and shield bash should both trigger main hand procs. Execute is split into two spells, the first spell does 0 damage, it only checks if you can actually cast execute, it checks if you have the minimum amount of rage and a melee weapon, and if those conditions are met, it triggers a second spell. The second execute spell behaves like bloodthirst, the spell itself doesn't require a melee weapon and therefore, can't trigger any main hand weapon effects. However, the second execute spell can only be cast through the first execute spell. So execute is a 2 pronged spell, one that does no damage and require a melee weapon, and a second spell that does damage but doesn't require a melee weapon. I made bug reports about that in the past but for some unknown reason they were dismissed without any kind of explanation.
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Gender Roles/Stereotyping in WoW (help me out for my essay!!!)
Zarant replied to CherriCake's topic in General Discussion & Suggestions
Ok, this is a roleplaying game, imagine I'm a mighty mage, I spent my early days at the stormwind library perfecting the arcane arts... and squatting books. Yeah doesn't make any sense. The game doesn't provide many customization options, pretty much all male models except the troll/gnome one tend to resemble a warrior archetype. I usually pick the race/gender of my character just because I like the model and animations. I played a female dwarf priest for a long time just because I like the twirling pigtail animation, nothing to do with gender roles or whatever. And any smart person who played mmo games for a long time assumes that everyone is a man, unless proved otherwise. -
Your first assumption is correct, it does affect special abilities the same way it affects regular melee hits Source: https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L2724
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Execute is handled by the elysium core as an ordinary melee ability that requires no melee weapon. It doesn't benefit from weapon skill bonuses and can't trigger any main hand procs.
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Spells that doesn't require melee weapons get no benefit from weapon skill at all. That includes shield slam, shield bash, bloodthirst and execute. https://github.com/elysium-project/server/blob/master/src/game/Objects/Unit.cpp#L2777
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You are correct, and I expect no less from it, if I wanted a competitive environment I would be playing something else, fortunately pvp is only a small fraction of the whole game. Some people like the pvp grind, they enjoy the rewards and everything it entails. Most people don't, that's why the overall participation is so low, and as far as world pvp goes, it occurs whenever people are doing stuff in the world, on anathema most of the population is on total raid log mode. There is no fresh blood on the server and I rarely see 5 man groups going on anymore. Trying to make it better without modifying any of its core aspects is a fool's errand. I have seen many dissonant opinions in this thread, and in the end the Elysium team will either cater to one of the demographics, pissing off a lot people in the process or they will just adhere to the blizzlike philosophy and leave it the way it is. If the past told us something is that the Nostalrius and Elysium teams were notoriously bad at solving complicated community driven issues, in my opinion they should just leave the way it is.
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The whole vanilla pvp system is fundamentally flawed, it's all about honor farming efficiency, if people can figure out a way to farm honor effortlessly, they will do it, they don't care if their behavior completely undermine the competitive spirit inherent to this activity. The whole system sucks the fun out of the pvp when it forces you to do the same shit for 18 hours straight. A good pvp system should reward people for their individual skill and teamwork and there is no band aid fix for that, if you want to "fix" it you have to stray away from the blizzlike formula, which is against one of the core values of the project.
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This is a 10 year old game but most of the guides out there are based on pure conjecture. I guess this guide serve its purpose, which is generating threat on super short encounters, I'd never play like that in BWL or AQ though.
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GDKP isn't a new thing, I remember when I played retail TBC, a guild in my server used to host GDKP runs for T5 content before the Zul'Aman release and I really enjoyed it. Having half of the raid in T6 gear helped a lot during Kael and Vashj and the gold earned from those raids were definitely an incentive to keep those players coming. I did the same thing a few months later for sunwell trash farm and it was very successful. The system itself isn't fundamentally flawed but it can lead to some community driven problems, specially in vanilla wow where 3/4 of the raid can carry the rest. What Killerduki is describing seems like a doomsday scenario, I doubt it would be that bad.
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Diremaul Last Boss North (King) Prevent Bug Abuse.
Zarant replied to killerduki's topic in General Discussion & Suggestions
If you are concerned about hunters ruining the economy, you could just reduce the vendor value from the items of the tribute chest by 75% and make them not disenchantable. There are many other ways to address the issue, you can change the patrol speeds, aggro range and creature AI to make it a living hell for inexperienced hunters. If you're willing to go a non blizzlike route, you could even consider adding more hyena packs next to king gordok just to slow hunters in a way that you could only do about 2 runs per hour. By adding custom mechanics to king gordok to just not allow hunters to solo it for any other purposes than gold is just stupid, this is just lazy and thoughtless game design. That is what the vanilla hunter is all about, you are a pure damage class that deals no significant damage but the class mechanics makes up for it, it is what keeps the class interesting to play with. -
Well the reason to stockpile herbs and consumables in the first place arise from the fact that prices may double or triple over a short period of time, if you only farm herbs you need for the week you risk being cucked by external factors that you can't control. I bought a metric ton of plaguebloom when they were selling for 18g a stack, because I knew that prices would go up at some point, I just didn't know that plaguebloom would be selling for triple the price i paid for.
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Diremaul Last Boss North (King) Prevent Bug Abuse.
Zarant replied to killerduki's topic in General Discussion & Suggestions
Instead of coming up with some clever solution to lower the bounty and the overall farming efficiency from solo tribute runs, they decided to go with a half assed solution without any care for its implications. Soloing dungeons is a significant aspect of the hunter class in general, and I really enjoy it, not because it's profitable, in most cases it's way more efficient to group up with other people to get things done, but having the option to do it by yourself just by mastering the game mechanics makes me appreciate the hunter class a lot more. The core issue isn't the gold farm in itself, there are many clever ways to tackle this problem, by going through the most simple non-blizzlike route, by adding some bullshit teleport or encounter reset mechanic, they caused one major negative impact to one of the most characteristic traits of the hunter class in vanilla wow. -
So, let's talk about the War Efforts
Zarant replied to Lifealert's topic in General Discussion & Suggestions
I spend about 5-6 hours a week farming for consumables, it's boring and I hate it for the most part, it's only bearable because i can see that my hard work pays off somehow. I just can't be bothered to spend the same amount of time fishing rainbow fin albacore to fulfill some intangible goal, and I'm pretty sure a lot of people feel the same way. -
That is not clever enough for my taste. You need way too many people in order to get a decent size sample.
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I went through the elysium DB myself, and I found out that its proc rate is supposed to be 1 ppm (6.17%). What is your testing methodology? Maybe this is just a symptom of a larger issue. From my own testings and from looking through the source code, I found out that in order to trigger weapon based procs, the ability must require a melee weapon and deal damage, which excludes bloodthirst, pummel and sunder armor. There is a small exception for shield bash (not shield slam) and I'm not totally sure about execute. Execute does fall into that category but my own testing indicates that it can't trigger any kind of proc. It's kinda difficult to know for sure because i can't usually cast execute in a controlled environment. Pretty much all of my executes are overkill, i know that other abilities still triggers main hand procs from overkill and maybe its different with execute, I'm not 100% sure. I need to find out a clever way to test it, because currently I need more people to help me execute some large hp mob for long periods of time and I just can't be arsed with that.
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I tried to do a 5man ony on nost before the shutdown with a prot warrior/fury warrior/hunter/priest/paladin, and we failed to get through p2, mainly because we were lacking aoe to handle whelps and I felt like with an extra healer and a mage it would be a lot easier. Doing it with 2 healers is doable but it's risky, sometimes the same healer will get disoriented for a whole minute. You also need to be on point with interrupts on wing buffet because tank threat will decay exponentially, after a certain point healers will end up aggroing.
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Well since the project went open source, anyone can look up the combat formulas, for this particular case, the hit cap is definitely 9%, if what you're saying is true you either found a bug or you haven't thoroughly tested your hypothesis. I'm sure they use the TBC miss formula for their calculation, if you don't believe me you can have a look at it yourself: https://github.com/elysium-project/server/blob/development/src/game/Objects/Unit.cpp
