Kolmar
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Everything posted by Kolmar
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It will not destroy your items, it's perfectly safe to abandon & retake.
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[GUIDE] Fury Pre-Raid-BiS-List / Specs / Enchants(Updated to Patch 1.8)
Kolmar replied to Mitycircin's topic in Warrior
This list is ahead of Elysium, since this is made for Anathema's patch 1.8, while Elysium is on patch 1.5. The items on this list that are not on Elysium (as far as I know) are: Abyssal leather/mail/plate items Sunken Temple class quest items (Diamond Flask/Razorsteel Shoulders) AB rewards (Defiler's Plate Girdle/Deathguard Cloak) (Not 100% sure about this) AV exalted items (Unstoppable Force/Lobotimizer) (Not 100% sure about this) Darkmoon Card: Maelstrom Ice Barbed Spear (the quest for this came out in patch 1.6 on Darrowshire so I assume it's going to be the same here) Ranked PvP armor set (These exist but they're not the same versions as on Anathema, for example Elysium is using Champion's Plate Headguard instead of Champion's Plate Helm. These are A LOT worse than the updated versions for PvE content and are not worth getting on Elysium in my opinion, they're only good for PvP.) Everything else on the list should be available -
Here's the conclusion to the debate, there's a TL;DR at the end. The hit cap is partly based on weapon skill difference. The weapon skill of an NPC is their level * 5, so a level 60 mob has a weapon skill of 300. 61 = 305, 62 = 310, 63/skull mobs = 315, vanilla mobs do not go higher than 63 so this is as high as NPC weapon skill goes. The miss chance is 5% by default, and the formulas used to determine the hit cap after weapon skill calculations are as follows: If the difference between your weapon skill and a mobs weapon skill is 10 or less, then this formula is used to determine the hit cap: Skill difference * 0.1 + Base Miss Chance (5%) = Hit Cap So lets say for example that you are a level 60 character fighting against a level 62 mob. You have 300 weapon skill, he has 310 weapon skill, the difference is 10 weapon skill. 10 weapon skill difference * 0.1 + 5% base miss chance = hit cap 10 * 0.1 + 5 = 6% hit cap If you fight against a mob that has a weapon skill difference of 11 or more, then the formula changes a bit. (Weapon skill difference - 10)*0.4 + 2 + Base miss chance (5%) = Hit cap So lets say you are a level 60 character fighting a level 63 mob. You have 300 weapon skill and he has 315 weapon skill. The weapon skill difference is 15 which is more than 10, so the second formula kicks in. (15-10)*0.4 = 2 2 + 2 + 5 (base miss chance) = 9% hit cap So what happens if you fight a level 63 mob with 305 weapon skill? Well, the difference in weapon skill becomes 10 (305 vs 315), that means that the first formula is used instead of the second one. That means that against a raid boss, if you have 305 weapon skill then you will only need 6% hit to reach the cap. This applies to your special abilities that require a meele weapon too, Sunder/Revenge/Heroic strike/etc all cap at 6% with 305 weapon skill against raid bosses, the only exception is Shield Slam because the ability does not require a weapon to use, only a shield, thus it's treated as always being at 300 weapon skill, and so you will always need 9% hit to cap Shield Slam. Whether it's worth it to get 3 additional hit solely to cap Shield Slam is up to you guys, I'm just explaining how the stuff works. Also all of this is assuming you are using a 1-hander & shield or 2-hander, we're not taking the dual-wield white miss penalty into account. If you don't trust this then you can test it yourself by going 6% hit with 305 weapon skill on ZG/MC bosses and record your misses with an addon, the only attacks I have ever missed are Shield Slams (due to it needing 9%), all the other attacks have never missed. TL;DR: 300 weapon skill = 9% hit cap for white/yellow attacks against bosses 305 weapon skill = 6% hit cap for white and some yellow attacks against bosses, yellow attacks that do not require a meele weapon to use like Shield Slam still need 9% hit. Whether it's worth it to get 3 additional hit solely to cap Shield Slam is up to you guys, I'm just explaining how the stuff works.
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I've also noticed that Bloodthirst & Shield Slam both miss under 9% hit at 305 weapon skill, I assume it's because they do not require a meele weapon to use, and thus are unaffected by weapon skill. You never want to miss a Bloodthirst, so even if Execute gets changed to always hit at 6%, it would still be beneficial to aim for 9%.
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1.4/1.5 upgrades: Onxyia Tooth Pendant - Onyxia Onslaught Girdle - Ragnaros Band of Accuria - Ragnaros Quick strike Ring - Magmadar/Garr/Baron/Golemagg Striker's Mark - Magmadar Wristguards of Stability / Wristguards of True Flight - Flamewaker bosses / Majordomo Chest 1.6 upgrades: Drake Talon Pauldrons - Ebonroc/Flamegor/Firemaw Cloak of Draconic Might / Cloak of Firemaw - BWL trash mobs / Firemaw Chromatic Boots - Chromaggus Drake Fang Talisman - Ebonroc Master Dragonslayer's Ring - Nefarian Malfurion's Blessed Bulwark - Ebonroc Legguards of the Fallen Crusader - Firemaw Circle of Applied Force - Flamegor Not sure about these last 3 items but thought I'd include them for completion. Rest of the slots are just pre-raid items that you can find pinned on this board. Also a buttload of raid weapons in each patch, but I don't know enough about weapons so I'm hoping someone else can fill that in. Also honorary pre-raid mention that I don't really see people talking about much: Savage Gladiator Leggings. In either 1.4 or 1.6 they will have 25 Strength, 25 Agility and 25 HP, making them a pretty decent alternative if you need to break the Black Dragonscale Set, though it will be nerfed to shit sometime after 1.9.
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https://github.com/elysium-project/server/pull/1062 According to this it's been QA confirmed & merged into the database, so it should be here in the next development update.
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yup, you just fought against a paladin with a build like this http://db.vanillagaming.org/?talent#sZVGzcI0x the shield block animation is from redoubt, all of the attacks coming in 1 sec or less came from reckoning. what he was doing is that when you /sit down, mobs have a 100% chance of critically striking you on the first hit. you can stack up to 5 reck charges (as far as i know), he used /sit 5 times, got 5 recks, and unleashed 5 autoattacks on you at once.
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It was added in 1.7 with the ZG patch. "Magecraft" being available at the moment is just an odd glitch, the rest of the chain will be added in 1.7.
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I think you'd be better off going with arms if you're going to be duo leveling, since fury's main advantage in my opinion is increased survivability through piercing howl & enrage/blood craze sit spamming, which you won't need while duo leveling. Meanwhile arms has a lot of comfortable combat-related abilities while leveling, like Tactial Mastery, Improved Overpower and Sweeping Strikes. http://db.vanillagaming.org/?talent#LbGxbAio0zVVzm0x
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around 80-90 or so for me
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According to what a friend said when he tested it out, it's simply 1 block value = 1 extra damage, attack power doesn't affect it at all.
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Darrowshire (Patch 1.7) https://docs.google.com/spreadsheets/d/1qXlJqT0aTg78UPrDj2C8O5z7KSTYQf1WIwSdWbclT8s/edit#gid=0 (raid tab coming soon) Elysium (Patch 1.3) https://docs.google.com/spreadsheets/d/15XjCV_MRz7XBkHX1_6aLolnmCOaBOKg3lG38qfd_aQg/edit?usp=sharing The Raid tab on Elysium's list is for patch 1.4, because 1.3 has terrible raid items so it doesn't make much sense to make a list of it. Pre-raid gear is included in the list as a scale to raid gear, since not all raid gear is better than pre-raid gear, the Arcanist set being a good example since it will be in its pre-AQ version. Most of the Arcanist items in 1.4 are mediocore on their own, some downright terrible, but the 3-set bonus of +18 Spell Damage makes it pretty decent, so I've just included the whole Arcanist set in the list so people can see what its like in 1.4. Keep in mind that which items suits you best kind of depends on your gear, like if you're low on Intellect and constantly find yourself out of mana, then taking an Arcanist piece with slightly less damage for more Intellect wouldn't hurt.
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Added another spreadsheet for Elysium & added raid gear to Elysium, raid gear for Darrowshire will be added soon.
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I have no idea what these people are talking about by calling the guide garbage, you've done outstanding work so far. I just see some minor mistakes/typos here and there, which are: 1. The second version of your Arcane-Frost spec with Arcane Power should be listed as "31 / 0 / 20" rather than "30 / 0 / 20", as Arcane Power is the 31st talent point. 2. The alliance version of the rank 7 gloves are the Knight-Lieutenant's Silk Gloves , not the Knight-Lieutenant's Silk Handwraps, the handwraps get added later on in patch 1.11 to replace the gloves. 3. Some of your archived allakhazam links don't work because nobody saved them in the past, such as the Knight-Lieutenant's Silk Boots or Riptide Shoes for example.
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Boreal Mantle has 10 frost resistance & 29 spell damage in patch 1.4/1.5, it won't have the intellect or stamina until patch 1.10 iirc.
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Hey Kolmar here again, thanks for taking my feedback from my last post. I'd like to add one extra thing, and that's on the subject of Spell Crit vs Spell Power. I might be wrong on this so feel free to correct me, but as far as I understand from Sheepstick's post on the old Nostalrius forums, you can calculate how much spell damage you gain on average from a single spell crit with this formula: 1% of average frostbolt damage / frostbolt's co-efficient* = how much damage 1% crit adds to each frostbolt So lets say I do an average of 850 damage per frostbolt. 1% of 850 = 8,5 8,5 / 0.814 = 10,4 This means that 1% spell crit will add roughly 10,4 spell damage to each frostbolt on average. So an item that would give me +15 spell damage would benefit me more in the long run than 1% crit. The reason I bring this up is that you seem to favor spell crit a lot more than spell damage on your list, which isn't what most people recommend from what I've heard. But again, I could be wrong on this since I'm no expert on the game mechanics, so if you or somebody else could explain this topic in more detail, that would be appreciated. *For those that don't know, a spell co-efficient means how much spellpower that the spell makes use of. For example, you can't stack 400 spellpower and then start spamming 430 damage rank 1 frostbolts, as that would be pretty broken. So instead a rank 1 frostbolt only uses 40.71% of the spellpower that you have currently have, 400 * 40.71% = 162.84, so combined it does about ~190 damage per bolt. Same thing with rank 10 frostbolts, it uses 81.4% of your spellpower. You can find more info about that here (though you unfortunately require a twinstar account to access the thread)
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Some notes: The Crystalline Threaded Cape doesn't exist on Elysium, it was added in the AQ patch as a reward from the Sack of Spoils. I'd normally link to allakhazam/db.vanillagaming/etc but they all seem buggy in regards to the Sack of Spoils items and don't list them, which is odd. The Band of the Penitent gives physical crit, not spell crit. There are typos on where Gordok's Handwraps and Riptide Shoes are obtained. And finally, this is just small nitpicking, but you could also add the alliance versions to Champion's Silk Shoulderpads (Lieutenant Commander's Silk Spaulders), Blood Guard's Silk Footwraps (Knight-Lieutenant's Silk Boots) and Eye of Orgrimmar (Songstone of Ironforge). Other than that, good work
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Huh, it seems like you're correct. This is a bug then because it's in its pre-buff version on both Anathema and Darrowshire, and should not have hit% until 1.10, which has these patch notes: "Many items in Blackrock Depths, Stratholme, Scholomance, and Blackrock Spire have been re-evaluated and adjusted to make them more appealing. In addition several new items have been added to all of these instances." Link to the pre-buff version: https://web.archive.org/web/20050225051149/http://wow.allakhazam.com:80/item.html?witem=13956
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Updated the list a bit today with some new additions after looking through Swiss Refugee's list. Edit: Updated again on the 21st of May after looking through Zaasu's list (which i'd recommend you check out if you play on Elysium PvP) Added a few more items and added a stats column that lists the stats of the items. Edit: Updated once more on the 27th of May, added a PvP tab in the lower-left corner.
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Some notes: DMF is BWL (1.6), you're correct on that Don Mauricio's Band of Domination is added really late into the game when Scholomance loot gets completely revamped, sometime after AQ patch (~1.9-1.11, not sure about exact patch). Same with Clutch of Andros, it won't get hit% until the same patch and will remain a really basic +int belt until then Wizard oils are not activated until AQ patch (1.9) I'm not sure when Robe of the Archmage/Skyshroud/Hands of Power/etc were buffed, but i remember that they were in their buffed versions while Darrowshire was on 1.5, so if it's not AV patch it'll at least be 1.5. Everything else looks good though, good job!
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Yeah it's still pretty close, the only items you'd take out of the list would be Crimson Felt Hat / Orb of the Darkmoon / Bloodvine set and the items from Alterac Valley. Everything else should still work out for you on Elysium.
