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myaka

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Everything posted by myaka

  1. myaka

    Naxxramas Public Test Announcement

    @Knife I think you're missing a lot here though. For example, Coalitions dps after wiping on Firemaw the week before was just shy of 18000. That's with only ZG buff. You underestimate hugely the amount of damage added for casters. And then you also have 39 people doing damage instead of 25. You'll have Nightfall up all the time as well because your three other tanks have nothing to do. It will easily be above 25000 dps for most guilds. But I guess we can just agree to disagree. I do agree with you that we should wait for PTR. There's nothing wrong with pointing out stuff like this though and they already responded with an answer saying that they will buff them if something can be cheesed. :)
  2. myaka

    Naxxramas Public Test Announcement

    Look... This is the DPS a few guilds put out on Ebonroc in BWL: Coalition: 18982 Dreamstate: 17515 Flashback: 14616 Miskatonic: 18147 Kaamos: 14030 Morph: 15287 Scuba Cops: 16950 Blacklisted: 12846 Sorry: 11737 (36 players) Dankk Budz Collective: 11671 Add to this fire mages and the 50/60% crit buff. So let's say that fire mages add an additional 3000 DPS (probably conservative), the healing classes 2000 DPS (166 per caster, also conservative), the crit bonus adds 50% damage (hard to calculate, might be too high). For Coalition this would end up being (18982 + 3000 + 2000) * 1.5 = 35973 DPS. For Blacklisted it's 26769 DPS. For DBC it's 25006 DPS. Of course, it's hard to know just how much the spore buff will boost damage - this is just my guess.
  3. myaka

    Naxxramas Public Test Announcement

    What does trash have to do with killing bosses pre-mechanics? Just do the math. On Loatheb for example. He has 5 330 000 HP. After 2 minutes he applies his first doom, and after that every 30 seconds. You can comfortably eat two dooms. So in order to kill him before the third doom you have 120 + 30 + 30 + 30 = 210 seconds. You need 5 330 000 / 210 = 25380 DPS. You have 39 people that are going to be DPS:ing. That's 25380/39 = 650 DPS per player. Obviously, healers and tanks aren't going to be doing as much damage as the other classes but still. Oh, and you have +50% crit chance/+60% spell crit chance buff. Fully buffed people will be running with 80-90% crit. It will be a joke unless the HP is buffed a bit.
  4. myaka

    Naxxramas Public Test Announcement

    1.12 talents are partly compensating for the increased armor values. Do you know why Ouro was hard back in retail vanilla? It was because his sand blast actually hit the target that had the most threat - he doesn't on Anathema. This would mean that he will turn and sand blast casters every other sand blast or so depending on resists etc. You realize how hard the fight suddenly becomes, right? Especially during the enrage phase. People think private server players are some god like while they're really not. I'm pretty sure there is not a single world first caliber guild on this server. There are so many factors that make it a lot easier than on retail vanilla. I'll list a few (in no particular order): Talents - 1.12 talents boosted DPS by a lot. Lag - people were playing on shitty DSL connections and frequently getting lag spikes causing either deaths because healers were lagging or because tanks were lagging. Average lag was way higher than it currently is as well causing DPS to be lower. Crappy computers - people were playing on crappy computers with low FPS and using shitty monitors. This resulted in people dying to random stuff because of random FPS drops. Also, less DPS because frame drops. Addons - the addons used today would most likely cause huge FPS drops so the addons were worse. Good luck using Luna Unit Frames back then without your computer melting. It would be insane not to compensate for these things, in my opinion. I'm not asking for huge buffs to HP etc, i'm just asking for slight HP and/or armor/resistance buffs so it actually makes it more in line with what the challenge was back then.
  5. myaka

    Naxxramas Public Test Announcement

    I don't know what your point is? I already said I think they did a good job with tuning AQ. Ouro is too easy not because of his armor values but because he isn't working as intended. Edit: Also, as someone pointed out to me just now. 1.12 talents on 1.9/1.11 content.
  6. myaka

    UnitInRaid

    Here is the correct one: http://wowwiki.wikia.com/wiki/API_UnitInRaid?oldid=60930
  7. myaka

    Naxxramas Public Test Announcement

    Then why even script the encounters? By the end of retail vanilla my guild steamrolled all the content in Naxx pretty much, wasn't much fun. It's much more fun when you actually have to... you know... do the encounters properly. They struck a good balance in AQ (it might be a bit on the easy side, though, IMO. Especially Ouro, since he isn't even working) and they should definitely do the same with Naxxramas. I think that one has to take into account a lot of things when deciding on these matters, such as people knowing tactics, computers not being shitty, internet connections not being shitty, etc. It's not impossible that the latter two account for 20-30% more DPS compared to vanilla for a lot of guilds.
  8. myaka

    Naxxramas Public Test Announcement

    If you think there are any world first caliber guilds on these servers you are just plain wrong. If they don't buff bosses so that people actually have to do the bosses, then what is the actual point of them? They'll just be loot pinatas. If you want that, go play retail.
  9. myaka

    Naxxramas Public Test Announcement

    Nah, I don't mind the progressing quickly, I just don't want most mechanics to be easily side-stepped! :) Surely you see the point of actually having to deal with for example Impending Doom on Loatheb?
  10. myaka

    Naxxramas Public Test Announcement

    I think you definitely need to reduce damage done or increase HP of the bosses by quite a bit otherwise you will have guilds killing Loatheb before any kind of consumable is needed, Gluth killed before decimate, Anub'Rekan killed before swarm, etc. :)
  11. Decided to make a small addon to keep track of PI and the CD of it. Shows a bar with how how long PI is active as well as how long the cooldown is. https://github.com/kevmodrome/PowerInfusionHandler Screenshot:
  12. So just... you know... pick Elysium?
  13. myaka

    Post Your UI #3456789

    Just use google, it's easy to find
  14. myaka

    Post Your UI #3456789

    The one in the top middle? PerfectTargets
  15. myaka

    Bloodvine vs T2.5

    Apparently. What I wrote is no longer correct. They have changed it back to 75 res before curses even on AQ bosses. It's just not updated on GitHub yet.
  16. myaka

    Bloodvine vs T2.5

    That's not correct. You can see the resistances here: https://github.com/elysium-project/server/commit/e1236c29ef04eb51431a8d2ff83f8e037c8ca29b It goes from 115 to 215 depending on boss. If spell penetration is needed (which it is on basically all bosses in AQ40) it is much much better than hit.
  17. myaka

    Bloodvine vs T2.5

    Yes. But in BWL there is only level based resistance that is 8 per level. So bosses in BWL have 24 level based resistance that can't be penetrated (not by curses or by spell penetration). Edit: The same is of course true for bosses in AQ. 8 per difference in level.
  18. myaka

    Bloodvine vs T2.5

    Spell penetration is worth it in AQ but not in BWL (since bosses don't have any resistance there anyway). The 30 Spell pen you get from ditching BV is easily worth it compared to the hit on fights like Huhuran, Twins, Ouro and C'Thun.
  19. So. With all this new gear from AQ I would think that it would be a good idea to change the values of older bosses to actually make the gear better. As it is now spell penetration is somewhat useless in these instances (or at least BWL) since they have practically 0 resistance. My suggestion is to change resistance, armor values and HP so that the difficulty in regards to boss health is the same but actually makes the gear from AQ better than earlier stuff. Essentially increase resistances so that they resist 30% of the damage, increase armor values to reduce physical damage by 30% and lower HP by 30%. The damage numbers will be reduced and people will probably cry about it but I think it would be worth it in the end.
  20. He doesn't, he takes normal damage. I don't agree with you that it's beside the point. You bring it up as evidence that huge ignite ticks were a thing back then, when it in fact wasn't. Check these videos for example: and And these guys most likely had gear that was way better than what your mages have.
  21. There is no mechanic in the C'Thun fight that gives 200% damage increase. What are you talking about?
  22. Thaddius gives you +200% damage though... :) Find another video if you want to prove large numbers (I don't think you can though).
  23. SpellPowerMulti What does it do and what's the purpose? This addon shows a box with a damage added (in %) calculated from the current buffs/debuffs that are relevant on the player or target. The purpose is to more easily see when to activate trinkets. Ideally as a warlock, depending on how long the fight is you want to wait for the correct buffs to be up on the target. An example for warlocks: Checks if the following buffs are up and calculates a multiplier: Curse of Shadows: 1.1 Shadow Bolt Vulnerability: 1.2 Nightfall: 1.15 Shadow Weaving: 1.15 Damage added would be: 1.1*1.2*1.15*1.15 = 1.75 = 75%. The screenshot below probably explains it a lot better. Currently only works for warlocks. Other caster classes will be added. In order to change the positon of the box you will have to edit the .lua file. Relevant options are at the top of the file. Screenshot The other addons in the screenshot is cooline and Bear Cast Bar. Download and Installation In order to download and the addon follow this link: https://github.com/kevmodrome/SpellPowerMulti/releases Todo Add other caster types (Fire Mage, Frost Mage, Shadow Priest). Make the addon auto-hide when not in combat. Add in-game configuration options.
  24. Upvote this one as well: https://elysium-project.org/bugtracker/issue/1483 Not a big issue by any means, but still a bug.
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