Jump to content
taladril

Patch notes = amazing

Recommended Posts

  • Hunter pet abilities now benefit from the pet's happiness.
  • Arcane Shot now uses physical crit and hit rules.
  • Fixed the critical damage bonus received from Hunters’ Humanoid and Monster Slaying talents.
  • Gnomish Battle Chicken now should work as intended.
  • Goblin Rocket Helm now knocks the wearer down on use.

 

        :^)

Share this post


Link to post
Share on other sites

wasn't stealth "broken" on Nost? I don't remember, I feel like even with 5 pts into Master of Deception and people would still see me from a mile away-_-

 

It was yeah, but I think they fixed it some two months before shutting down or something like that. I don't know exactly, I stopped playing there before the fix was released.

This was the only thing I could find though: https://twitter.com/NostalBegins/status/692306272591482880

whether that affects the range of stealth detection is another question all together.

Edited by ohGr

Share this post


Link to post
Share on other sites

Thunderfury + Nature damage isn't gonna be effected by armor.    Woot woot!!!

 

What does that mean for damage?    Before the + Nature damage was factored as physical damage only.   Following the tooltip of 53.9 DPS, with boss armor after debuffs of around 40% damage reductions:

 

Thunderfury was giving 32.34 DPS on a boss.

 

Now since only 41.84 DPS of the total 53.9 DPS of the weapon is reduced by armor.

 

Thunderfury will now give 46.66 DPS on a boss.

 

It would take another weapon of 77.6 DPS to match the 46.66 DPS after factoring in 40% damage reduction from armor.  Making it the highest 1h DPS item in the game now by 6.15%.

 

Comparing the 53.9 DPS vs the now 77.6 DPS, that is a 43.97% buff the weapon just got on it's raw dps.

Edited by Undertanker

Share this post


Link to post
Share on other sites

On the warrior rage fix that is what it was like im vanilla. The better gear defensive gear you had the less rage generation you got.

I remember tanks would remove pieces of armor to increase rage generation. If you were struggling with rage it usually means you outgeared the content and could afford to remove some armor pieces.

Share this post


Link to post
Share on other sites

On the warrior rage fix that is what it was like im vanilla. The better gear defensive gear you had the less rage generation you got.

I remember tanks would remove pieces of armor to increase rage generation. If you were struggling with rage it usually means you outgeared the content and could afford to remove some armor pieces.

 

Rather than remove armor, replace it with items of more AP/STR/Crit/HIT.  But yeah, you got the point.

Share this post


Link to post
Share on other sites

boy am I glad I get salvation from paladins!

 

Yeah, as a horde lock I am thinking about it all the time. But I don't feel right as alliance.

Share this post


Link to post
Share on other sites

Well over 50% less :)   DPS need to know this is very important, and that your 1.3 daggers should only be pulled out for Val.

 

Using 63% damage reduction from armor for example:

 

What happened before:   2,700 damage taken to 0 armor.

 

I would get hit for 1k damage = 30 rage.

 

What will happen now:

 

I would get hit for 1k damage = 11 rage.

 

63.33% decrease in rage gains from incoming damage taken.

 

Pretty much what ever your armor is at, is how much less rage you will get.  So when you get those wonderful + armor buffs from healers, it will go down to even 68% decrease.

 

Also we will no longer gain rage from dodging/parrying a boss.  If a boss only did autos and nothing more and is effected by TF, should have around a 2.88 second delay auto attack.  Def stacked and +15 agil tank can get around 32.8% dodge + parry, lets just say 33.33% for ease of conversation.

 

In 1 minute that is 7 attacks you dodge or parry that gave 5 rage each by error.    So you are also losing 0.6 rage a second.   However we are getting rage now from when a boss dodges or parries an auto attack equal to your average damage so that should help this loss.

about time lol

Edited by Travolta

Share this post


Link to post
Share on other sites

"E* scort NPCs now have a smaller ‘help radius’"

 

I bet the Alliance players will love this fix. The Defias escort quest leading to Dead Mines was annoying, and could take a while... The npc loves to run towards every fight in that small village lol. I remember 2 gnomes trolling that escort quest by pulling mobs away from the village which resulted in the quest npc to follow lol.

Share this post


Link to post
Share on other sites

how does a simple thank you note becomes a random salt fest ?

the time apart did not do any good i gues

Share this post


Link to post
Share on other sites

Man, I am really excited for the new rage fixes, this should make raiding a lot more interesting because you have to more careful not to aggro.

Before, while raiding MC I never ever checked KLHThreatmeter even once, I always nuked as much as I could and never got the aggro.

Share this post


Link to post
Share on other sites

how does a simple thank you note becomes a random salt fest ?

the time apart did not do any good i gues

That's what happen when you nerf Warriors :D

 

/Kind regards Killerduki

Share this post


Link to post
Share on other sites

That's what happen when you nerf Warriors :D

 

/Kind regards Killerduki

 

Warriors will be fine. The fixes are good. Hopefully these fixes will also shut you up on the forum (the priest section atleast, rofl!)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×