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So speculate how long until MOP? June, August, October, December or ?

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    Mists of Pandaria Collector's Edition Mount and Pet
    Pictures of what is likely the Imperial Quilen and Lucky Quilen Cub were posted to the Warcraft Facebook page this afternoon, along with this note: "Tales of their existence will soon come to fruition in Mists of Pandaria."

    I'm Rebur, Tadia, or Judianna most games.
    Twitter @Chaos5061.
    Translations are done with Google Translate.

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      Challenge Mode Overview
      Tonight we have an overview of the new Challenge modes, with lots of interesting bits of information like how much more health and damage mobs gain in Challenge mode!


      I'm Rebur, Tadia, or Judianna most games.
      Twitter @Chaos5061.
      Translations are done with Google Translate.

      Comment


        Cloud Serpent Colors
        One of the recent beta builds added the final quests that will reward you with your Cloud Serpent mount after doing daily quests. The three color choices so far are Reins of the Jade Cloud Serpent, Reins of the Azure Cloud Serpent, and Reins of the Golden Cloud Serpent.

        90 Riding the Skies Join the Order of the Cloud Serpent. Choose One: × 1 5 70
        90 Riding the Skies Join the Order of the Cloud Serpent. Choose One: × 1 5 70
        90 Riding the Skies Join the Order of the Cloud Serpent. Choose One: × 1 5 70


        I'm Rebur, Tadia, or Judianna most games.
        Twitter @Chaos5061.
        Translations are done with Google Translate.

        Comment


          Beta Class Balance Analysis

          [...]Our internal testers who run challenge modes exclaim that they use every single ability they have to survive and to shave off time. Challenge modes are a great opportunity to use some of those mechanics that don't normally get used in raid boss fights.

          Ghost, this is another question I've been meaning to ask: Will you continue to work on the Pet/Minion AI? Despite improvements over the years, it really leaves much to be desired. I'll provide some examples from a Death Knight perspective, but I'd welcome any input from classes or specs that have had a similar experience.
          AI is a really tricky thing to design, because what players really want (usually) is for the pet to read their mind and do the appropriate thing. Since science hasn't made computers with great decision-making ability in general yet, you're certainly not going to find it in a game. I hate to drag this out as an excuse, because it sort of shuts down the conversation, but I've been doing game design long enough to know that AI is never just as easy as "Well, it should just do this and this and then it will be perfect."

          Instead, we try to err on the side of very simple behavior so at the very least it's predictable. Your pet or guardian may be stupid, but at least it will be consistently stupid instead of trying to say pick the right target and always picking the wrong target.

          That said, if you can describe specific situations where you think a pet or guardian are doing the wrong thing, please let us know. (The bug thread would be a better location for that feedback than this one.)

          As an aside, several of the situations you describe are encounters were the peculiarities of the fight make a pet less optimal than on others. We are totally fine with that -- it's along the same lines as not every single boss is going to be backstab-able. We don't want every spec to do identical DPS on every fight. We think that would be boring. If pet classes did sub-standard DPS on a whole lot of fights, then we think it would be a problem.

          Is it worth us double checking pet scaling now (specifically FE & PFE as it appears that Primal Elementalist has some scaling issues as Elemental gears up)?
          I would wait about two builds to be honest. We appreciate players going through the effort for stuff like this and don't want to waste your time.

          Long story short, if you're hit/expertise capped as appropriate to your class, your pets will be too. If they didn't split it like that, then warlock melee pets would have twice as much hit as what they need, and no expertise.
          Yeah, Strawberry has the right of it. If you cap, your pet should be capped. My apologies, as that seemed to cause some confusion. Another way to write it would be:

          Pet Hit = 50% of Master Hit + 50% of Master Exp
          Pet Exp = 50% of Master Hit + 50% of Master Exp

          For Hit: Do they get 50% of our hit and 50% our Exp to calculate just hit? and then calculate it again for expertise? Or are our pets not going to be hit capped if we are hit capped. The wording confuses me.
          They get 50% of your Hit added to their Hit, and 50% of your Exp added to their Hit. Same for Exp. That means that Hit and Exp are effectively combined into one communal pool for pets. That will make them hit capped if you’re hit capped. Don’t forget that Expertise grants spell hit now.

          Do pets have any sort of base crit or crit from their own base intellect/agility, to which the inherited crit from their owner is added, or do they simply get the owner's crit chance directly, overwriting any base crit that may otherwise have been there?
          No, these scaling values overwrite the base stats of the pet.

          Is PvP intended to follow the same model of no mandatory glyphs?
          That's a goal but it's definitely much harder to deliver on. When we say we don't want mandatory glyphs for PvE, what we're actually saying is we don't want a glyph that generally provides a DPS increase in most situations (if you are a DPS spec). In PvP, sustained DPS is only slightly valuable. On the other hand, a glyph that provides burst damage at the expense of sustained damage, or a glyph that provides extra CC or CC immunity looks awfully attractive for PvP. We'll still try and make sure there are no cookie-cutter talent or glyph builds though.

          Just ignore the armchair moderators. If GC doesnt like the direction the thread has gone, he will tell us and get on back on the topic they want to discuss.
          The topic hasn't changed. I don't have the bandwidth to make this a "defend every class design decision discussion," as much fun as that might be. The most useful questions are when you don't understand how something works (possibly because of a bug), which makes it hard to determine how rotations should work, which makes it hard for theorycrafting. I have been guilty of straying into design philosophy, because that's dear to my heart, but I recognize that can be frustrating when I respond to post A but not post B, as it always is, which is why I try not to do it very often.

          Currently I believe, say, an orc dual wielding an axe and a different weapon will have 1% more expertise attributed to the swings of the axe but not to those of the other weapon, from the axe specialization racial. (If this is not how it works, please correct me.) Will pets inherit (50% of) this expertise at all? If so, is it decided by whether the owner is wielding an axe in the main hand, or in either hand, or what?

          Also, what about the Draenei racial, Heroic Presence? I believe we've tested this and found it not to affect pets - can we assume this will be fixed?
          The draenei racial should transfer to the pet. The expertise racials should use the higher value of MH or OH.
          I'm Rebur, Tadia, or Judianna most games.
          Twitter @Chaos5061.
          Translations are done with Google Translate.

          Comment


            Death Knights
            Also, is the Unholy Ghoul supposed to receive attack speed benefits from Unholy Presence and Improved Unholy Presence?
            Yes. Again, I would wait a build or two before attempting to verify though.

            Death and Decay: There seems to be a bug regarding this spell. The in game scrolling combat text shows that it hits 1 target 11 times, however, the combat log shows only 8 hits. Is it intended to hit 8 times or 11? And are the devs ok with the ability being in the DK single target rotation, assuming it is?
            Yes, it’s fine to be in a single target rotation, and the bug where it only ticks 8 times instead of 11 will be fixed.

            One thing to note about dancing rune weapon is that it currently is not copying the effects of death siphon and soul reaper. We don't want it to take a while to update the new abilities into dancing rune weapon like cata did.
            That sounds like a bug. We'll get it fixed.

            In that case, let me rephrase a question we've already been asking amongst ourselves for some time now: How do YOU see us using Soul Reaper in a sub-35% situation?

            For every theorycrafted result we've simmed/tested so far, we've estimated that its gain is so strong that sitting on a Death Rune just to match with the cooldown is more than worth it. Not using it off cooldown is a loss. Thus, it dominates our rotation completely and frankly makes for rather unenjoyable gameplay, given how antithetical holding back runes feels.

            As such, we're also getting numbers higher than your stated 7% for Unholy and 4% for Frost- far higher.
            This is one of the primary reasons why we're so slanted towards generating and maintaining Death Runes as constantly as possible, and thus why we say talents like Blood Tap and Plague Leech being mandatory. Is there something radically different we're doing than from what your internal numbers show you?
            Give us some time to take another look at Soul Reaper. We certainly hear the concern, and I don't want to dismiss it, but without doing some research, I wouldn't be able to add anything new to the conversation.

            Actually, sitting on runes for 6 sec to fuel Soul Reaper during an execute phase isn't a problem. It's an execute, and it should dominate the execute phase. A warrior would do the same thing with rage and Execute itself. I was more referring to the concern about whether Blood Tap and Plague Leech are mandatory because more Death Runes during execute are so important.

            For the sake of clarification, does this mean you would examine the functionality of Blood Tap and Plague Leech? Or re-examine abilities which cost a Death Rune cost?
            The last time we ran a test, choosing Blood Tap was within 1% DPS of Runic Empowerment and Runic Corruption (and was actually the lowest). Since your sims suggest otherwise, we'll have to figure out the source of the discrepancy. It could be the sims have bad numbers somewhere or it could be you are using a different (more optimized?) rotation than we are. Actual dungeon and raid parses will help, since most players care a lot more about those than theoreticals.

            Is it really meaningful to compare Rage to Runes? Because they aren't the same...at all.
            Classes are designed to be different from each other, true. The assertion was that it was bad to sit on resources to wait for a big attack. We don't think that is a problem.

            This is the total opposite of how Death Knights have been played since Wrath.
            I don't follow. You would use Icy Touch any moment a Frost Rune became available rather than wait for an Unholy Rune?

            Hunter
            Anyways, the main theorycraft question I have is in regards to stampede mechanics and intent as it relates to the extra pet's abilities. Obviously there are two styles of abilities of note that I would love to see addressed, those are the party buffs and the target debuffs.
            The pets will indeed use their special abilities, using whatever autocast settings they had last. The buffs/debuffs they apply will persist as long as they normally would.

            Based on feedback, we are going to try an implementation of Stampede where the pets have more uptime (some combo of lower duration and shorter cooldown) but are weaker than they would be individually.

            I am praying that the "lower" duration was a typo and what you meant was "longer" duration.
            Yes, I meant longer duration on Stampede. Sorry.
            I'm Rebur, Tadia, or Judianna most games.
            Twitter @Chaos5061.
            Translations are done with Google Translate.

            Comment


              Mage
              Is the health of Mirror Images being looked at? As I understand it they are considered Guardians not Pets. Currently they look to be 10% of the mages Hp's at level 90 (for me that is 26,628), and that is not enough to survive a single blow from a mob where we would be interested in using Mirror Images to buy us the time to kill said mob.
              Each Image has 10% of the mage's health. Basic level 90 mobs (such as a Bluehide Mushan, for comparison) hit a level 90 green-geared mage for just over 10k damage, and the Mage has a bit under 300k health. The Mirror Images have 30k health, so can take 3 hits each, not 1. We just tried it, and the Mushan took 18sec to kill all 3 images. Obviously, harder hitting mobs are going to kill them faster.

              Current: Raid/Dungeon: DPS cooldown, sometimes used in emergencies to prevent wipes since they can take 2-3 hits each (6-9 swings)

              Maybe in a dungeon. In raids, Mirror Images take about 1 boss hit to die even in Cataclysm. The fact that you have 3 will buy you a little time, which should be about the same in Mists.

              Paladin
              Is the Healing from Light's Hammer supposed to scale with Inquisition? The other 2 L90 Talents' damage scales with Inquisition but not the healing, is this intended?
              Light's Hammer is built a little unusually. It probably wouldn't hurt if it benefits from Inquisition as long as that doesn't make it the go-to choice.

              Also, some Hand spells are now 40 yards, while some are still 30. Is this intended as well, or an oversight?
              IIRC, we made Salvation and Sacrifice longer so they would match heal ranges. The others are probably shorter for fear that they become too good in PvP, but my suspicion is they would all be fine at 40.

              Glyph of Immediate Truth... where to begin...
              It's intended to be a DPS loss in sustained combat (else what would be the point of the ramping?) It's intended for burst scenarios, perhaps in PvP or while solo when Censure won't always stack up.

              What is the design goal for Hand of Salvation?
              We removed it originally in Mists, but it does get situational use, such as say a fight like Alysrazor that has huge DPS buffs. It won't get a lot of use and we're fine with that.

              What is the design goal for the Battle Healer glyph? The only spec that is in "Seal of Insight stance" is typically Holy.
              It's intended for Holy paladins who like or are able to stand in melee or for Ret or Prot paladins who like to do a little off-healing, such as in PvP. It shouldn't be a very popular glyph for raid boss encounters.

              Is there a reason Light of Dawn absolutely has to retain the beacon transfer?
              No. It might be worth trying at the same 15% as Holy Radiance. We made it transfer through Beacon long ago when it was a cone-shaped spell that was tricky to use. Some paladins were not even choosing the talent, so we kept buffing it both in power and ease-of-use. It's a different spell in Mists.

              One other change I'm concerned about and find frustrating is the cooldown on cleanse. This serves no PVE purpose that I can come up with, and seems to only serve to limit encounter design and raid composition. I've found a couple places (admittedly in 5 man instances) where mobs put dots on the group more frequently than the cleanse CD, which forces me to heal through the remainder until cleanse comes off CD. It's not difficult in these cases, so it's not a question of it being game breaking, but it's frustrating being forced to spend more mana to heal through something I could cleanse if it wasn't for a CD which serves no PVE purpose. It feels like I'm being forced to play suboptimally, especially coming from a situation on live where that isn't the case.
              We think it’s more fun gameplay to use a dispel at the right time rather than be asked to spam it. Since healers can’t spam dispels any more, the encounters won’t be designed with that intent. That doesn’t always mean you’ll remove a debuff the second it is applied.

              (I agree your life would be easier if you could dispel whenever you want to. Your life would also be easier if you didn’t have to dispel at all, but we want our encounters to have a variety of challenges.)

              I definitely would love to use it in PvP as well as certain areas in PvE, but do you think there's some room for making it attractive to Holy paladins even in raid scenarios as well, akin to Atonement and Telluric Currents or even the Mistweaver melee healing style? Because of the way we've been designed, I know most people are more comfortable in the back healing, but there have been a niche of players who would be attracted to that playstyle of Paladin, myself included.
              Ultimately, that's the niche we're trying to carve out, but it's tricky to make things like that optional. Telluric Currents started out optional but because of the way mana pools grew, it reached the point where it was considered a mandatory mana management mechanic (say that 5 times fast) for shaman. We think Telluric Currents will work as intended in Mists, but we don't want the Battle Healer glyph to become the new mandatory mechanic.

              My other question is, are the weird cooldowns for our offensive CDs intended? After playing around with two minute cooldowns in Cata, it feels so odd working with a three minute cooldown with Avenging Wrath (as Ret/Prot at least, Holy iirc has it at 2 minutes) and two minute Holy Avenger (although Sanctified Wrath kinda justifies the AW CD). The Tier 14 4-piece bonus adds to that confusion, not to mention propels Sanctified Wrath to the forefront.
              We don't really like having cooldowns all line up neatly. When they do, there is such a strong incentive to blow them all at once (often timed with Bloodlust) that it feels like they should just really all be one cooldown rather than requiring separate buttons (or more likely macro lines). When cooldowns have different timing, you have to think more about when to use them.
              I'm Rebur, Tadia, or Judianna most games.
              Twitter @Chaos5061.
              Translations are done with Google Translate.

              Comment


                Priest
                Just a question about the healing Priest 4-piece PvP bonus, Diamond Soul: Is the resilience bonus supposed to apply only to the Priest when cast on oneself or is it supposed to extend to any eligible player target?
                Any PW:S target.

                In doing the raid testing over the past few weeks Disc priest feels like it is slacking behind the other healers. To me it is feeling rather weak in its healing to mana cost ratio. Also aoe healing for Disc seems to be quite lackluster. PoH throughput to mana cost just seems out of proportion. It was nice to get PW: Solace but at the same time to get the mana back you have to be not healing which seems rather counter intuitive as a healer in a raid. The other talents in the tree Mindbender and From Darkness, Comes Light just don't seem to restore the mana that Solace gives back as long as the downtime to cast it is there.

                The question I am asking you is, do you feel that Disc is at a point where it is balanced compared to the single target and aoe healing that the other healing classes can throw out when considering throughput and mana cost as well as mana regen downtime?
                Dungeon and raid tests are ongoing, but we haven't seen any real weaknesses in Disc compared to the other healers thus far. The level 45 tier is intended to provide different ways of getting back mana or being mana efficient. Solace may seem more desirable on fights where you have long periods of not healing, but those fights probably can't stress your mana that much anyway.

                Shaman
                Can we get shaman elementals and fire totems to count as pets then?
                Elementals do count as pets now. Totems are kind of a special unique snowflake. They’re not pets, but they do use their master’s stats directly for some things. It’s currently intentional that Searing Totem doesn’t cast faster with Haste, but we agree that that’s odd and inconsistent, so will likely keep that in mind if we find that shamans need more value from Haste (we think they are probably fine at the moment).

                I read these two comments where one says that R Shaman have a niche (stacked up healing), and the other comment that no healers should have a niche. I'm bringing this up specifically regarding 10 man spread raid healing, 25 man spread healing for Shaman is not really an issue. There were plenty of fights outside of Dragonsoul that were absolutely painful to heal through as a Shaman, and nothing has been done to help us spread heal AoE raid damage that is coming out regularly. It seems to me that class balance is significantly lacking with regards to 10 man spread healing.Thanks again for the feedback you've been dishing out
                My first comment was that we don't want healer specs to be "I'm the tank healer guy" vs. "I'm the AE healer guy." These days nobody freaks out if you ask the paladin to heal the raid or ask the shaman to heal the tank, which we think is good. My second comment was that it's fine for the different healers to have different strengths and weaknesses and mechanics. We think Resto shaman fall squarely into the second category.

                Is there a reason why Healing tide doesn't scale with mastery and is there a reason why healing stream doesn't scale with haste or crit ?

                It just seems strange that Healing tide works with haste and crit but not mastery and healing stream works with mastery but not haste and crit.
                Those are both bugs.

                Warlock
                When you say "Melee/Ranged/Spell individually", do you mean my (warlock) pets get my melee crit chance, of which I have very little? If so, is it really intended that my caster pets crit much more than my melee pets just because I'm a caster myself?
                Correction: Your highest crit % (of melee, ranged, or spell), is given to your pet as all 3 kinds of crit. So a warlock with 5% melee crit and 30% spell crit will have a Felguard with 30% melee and spell crit.

                Warrior
                Another thing I noticed was the first tier talent Double Time. Reading it, I was under the impression that I could charge someone, they immediately use an escape (blink/disengage etc), then I can immediately charge again, and after the second charge the cooldown is incurred. However, at this point in time I charge something, and it is not available for use for another 10-12 seconds as it 'recharges'. This goes against what the talent reads "You can use charge twice before incurring it's cooldown". Is this intended?
                Charge with Double Time should work almost exactly like monk Roll. Imagine you have Charge A and Charge B. Each has a 20 sec cooldown and you can use Charge B exactly 1 sec after you use Charge A. If you use them back to back, then Charge A comes off cooldown in 20 sec and Charge B comes off cooldown in 21 sec.

                (As far as your other question goes, I feel like we have addressed that: we like the shield requirements on Shield Wall and Spell Reflect. We added Die by the Sword and Mass Spell Reflect for warriors who just can't bear to use them.)
                I'm Rebur, Tadia, or Judianna most games.
                Twitter @Chaos5061.
                Translations are done with Google Translate.

                Comment


                  On Tuesday, July 3, we'll be testing two encounters; on Thursday, July 5, we'll test two more.

                  Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

                  Tuesday, July 3
                  Elegon (Mogu'shan Vaults) - 10 Player Normal
                  10:30 PDT (13:30 EDT, 19:30 CEST)

                  Blade Lord Ta'yak (Heart of Fear) - 10 Player Normal
                  16:00 PDT (19:00 EDT, 01:00 CEST)

                  Thursday, July 5
                  Protectors of the Endless (Terrace of Endless Spring) - 10 Player Normal
                  10:30 PDT (13:30 EDT, 19:30 CEST)

                  Tsulong (Terrace of Endless Spring) - 10 Player Normal
                  16:00 PDT (19:00 EDT, 01:00 CEST)

                  As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
                  I'm Rebur, Tadia, or Judianna most games.
                  Twitter @Chaos5061.
                  Translations are done with Google Translate.

                  Comment


                    We will soon begin public testing of patch 5.0.1 of World of Warcraft, a patch that will precede the Mists of Pandaria release, and includes many features and functions that are new to the game.

                    We encourage all players who wish to test patch 5.0.1 with us to take careful note of the following:

                    It will not be possible to access the 5.0.1 PTR realms with a game account that accesses the Mists of Pandaria Beta.
                    If a game account has been flagged with a Mists of Pandaria Beta license, it can only be used to enter Beta realms.
                    This limitation is on each World of Warcraft license, and is not Battle.net account-based.
                    While testing 5.0.1, players will not be able to access zones or content that is a part of the Mists of Pandaria expansion.

                    Thank you for your continued support of our testing and tuning process. We look forward to seeing you in-game.


                    NOTE: This does mean that if you have beta access then you can't access the PTR at all.
                    I'm Rebur, Tadia, or Judianna most games.
                    Twitter @Chaos5061.
                    Translations are done with Google Translate.

                    Comment


                      Mogu'shan Vaults: Will of The Emperor
                      Tonight we have a preview of the Will of The Emperor boss in Mogu'shan Vaults. If you look at the abilities that have tooltips in the Encounter Journal below, you can see the damage amounts in the different difficulties.


                      I'm Rebur, Tadia, or Judianna most games.
                      Twitter @Chaos5061.
                      Translations are done with Google Translate.

                      Comment


                        Mogu'shan Vaults
                        The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. Guarded by ferocious magical beings, these sacred chambers have remained silent since the mogu's departure.

                        Achievements
                        Heroic: Will of the Emperor - Defeat the Will of the Emperor in Mogu'shan Vaults on Heroic difficulty. Title Reward: , Delver of the Vaults
                        Show Me Your Moves! - Defeat the Will of the Emperor in Mogu'shan Vaults on Normal or Heroic difficulty after all members of the raid execute an Opportunistic Strike on the same construct within a single Unbalanced phase.

                        Will of the Emperor
                        Coolant Gas - Coolant Gas fills the room, inflicting 8,000 Frost damage every 1 sec. to all players and energizing any constructs, increasing their damage dealt by 25%.
                        Emperor's Rage - The smallest Terracotta warriors, the Emperor's Rage strike quickly with dual axes and often formed the forward lines in Lei Shin's mechanical armies.
                        Focused Assault - Every Emperor's Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.
                        Unarmored - The Emperor's Rage wear very little armor, and all types of crowd control effects work against them.
                        Emperor's Courage - The Emperor's Courage carry a polearm to harry opponents and form a powerful defensive wall with shields and armor.
                        Focused Defense - The Emperor's Courage comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until the player dies or the Courage can no longer attack them.
                        Impeding Thrust - The Impeding Thrust of the Emperor's Courage inflicts 150% normal melee damage and reduces the target's movement speed by 25% for 10 sec. Stacks up to 4 times.
                        Half Plate - The Emperor's Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor's Courage, but they remain susceptible to movement impairing effects.
                        Emperor's Strength - The heavily-armored Emperor's Strength strike earth-shaking blows with their massive two-handed hammers.
                        Energizing Smash - The Emperor's Strength smash the ground in front of them, inflicting 200,000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec. The radius of the effect increases by 1 yard after each use of Energizing Smash.
                        Full Plate - The Emperor's Strength wear heavy armor that grants them immunity to all crowd control effects.
                        Jan-xi and Qin-xi - Jan-xi and Qin-xi activate after 90 seconds and share their health pool.
                        Devastating Combo - Jan-xi and Qin-xi perform a devastating combination of five attacks. In Heroic Difficulty, the Devastating Combo consists of ten attacks.
                        Devastating Arc - Jan-xi and Qin-xi strikes a 25 yard hemispherical area to the left, right, or in front them. These Devastating Arc attacks inflict 100,000 Physical damage and reduce the target's armor by 10% for 30 sec. Stacks up to 10 times. The immense power of these attacks ignore any player effects that grant damage immunity.
                        Stomp - Jan-xi and Qin-xi stomps the ground, inflicting 100,000 Physical damage to all players within 12 yards and stunning them for 2 sec. The immense power of this attack ignores player effects that grant damage immunity.
                        Magnetic Armor - Jan-xi and Qin-xi magnetizes their current targets for 10 sec. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.
                        Opportunistic Strike - If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for 3 sec, which inflicts 1,000,000 Physical damage.
                        Titan Spark - When any construct dies, it releases a Titan Spark.
                        Focused Energy - A newly created Titan Spark fixates on a player, attacking only that player until the player dies or the Spark can no longer attack them.
                        Energy of Creation - When a Titan Spark dies or reaches its target, it releases the Energy of Creation. The Energy inflicts 750,000 Nature damage to all players within 8 yards and energizes any constructs, increasing their attack speed by 50% for 2 min. This effect stacks.
                        I'm Rebur, Tadia, or Judianna most games.
                        Twitter @Chaos5061.
                        Translations are done with Google Translate.

                        Comment


                          Beta Class Balance Analysis

                          How much AP/SP do Feral Spirits, Fire Elementals and Earth Elementals get from the owner? What is the coefficient on a Shadowfiend's/Mindbender's attack?
                          I’d rather not get into listing every specific coefficient, because it's a short slippery slope from there to us just publishing every number for every spell. These are unusual, so we can understand why they might be tough to figure out.

                          Most pets have base DPS that is based on your class and level, and then get some % of your SP or AP as their AP, and get the standard AP/14 DPS increase to their weapon damage from that. The Earth Elemental is one of these traditional pets, getting 100% of your SP as AP (or 150% for the Primal Earth Elemental). However, the Fire Elemental and Shadowfiend/Mindbender are unusual. Their auto attacks deal magical damage, which means they also benefit from SP, as well as AP. I believe in the current build you have, they’re getting both AP and SP from you, which is complicating things further. We just simplified that, so in a future build, they will just get 50% SP from you. Try them out in a couple builds.

                          Again, these are just to give you some examples and point you in the right direction. Teach a man to fish, etc.

                          Currently they don't appear to scale with temporary percentage-wise haste buffs on the owner, such as Dark Soul: Misery. Is this intended, or will that change over the next few builds? Whatever the answer, is the same true for temporary crit buffs?
                          Yes, these will be fixed in upcoming builds. We’re trying to get rid of all of the "snapshotting" of stats on summoning. Let us know if you think we missed any; it will take a couple builds for you to get all of the changes, but all temporary buffs should dynamically update to the pets.

                          On a related note, we've been told before that pets should not benefit from any buffs on their own anymore, but in Cataclysm they still gained certain things like Bloodlust/Heroism. Will this still be true in MoP? If so, do you have a comprehensive list of which buffs can affect pets?
                          Pets should not be able to double dip on any of these buffs. Any that still do apply to pets will be fixed. We fixed it recently for Bloodlust, for example.

                          Because as an additional note, as I've been viewing streams, DPS charts, and watching some raid testing videos as well as analyzing there parses, hunters are severely undertuned right now. Some of them aren't even able to out DPS the tank (and yes, I'm aware of marking on WoL to show pets, and even then they are dealing minimal damage).
                          If you have done this analysis, we would love if you shared it here.

                          Death Knight
                          The mathematical rune regen difference is minuscule, sure. That is not why Blood Tap is the default option: Death Rune costs are. So long as they exist, and such a huge part of our DPS depends on abilities that use them, we will naturally default towards talents/regen mechanics that provide them.
                          I'm not following you. Are you saying the DPS difference is minuscule but you'll take Blood Tap anyway?

                          I'll repeat: for our testing, you can pick any of the level 75 talents and do almost the same DPS. Now perhaps using Blood Tap makes the rotation easier since you know when you're getting a Death Rune, but I don't think that's what a lot of DKs are arguing. They are arguing, unless I am mistaken, that Blood Tap is mandatory because it's a DPS increase. I need to understand why there is such a disconnect.

                          My newest source of confusion is Archimonde's Vengeance, the behavior of this spell when you don't use it's active ability at all is very inconsistent when tanking and I don't think it's worth testing it's active behavior until I understand it's current and intended mechanics. From what I can tell the ability is only "reflecting" boss special attacks and not "white" hits.
                          This is a known issue and is fixed for a future build. It should reflect white attacks but doesn’t in your current build.

                          Quick question regarding death knight Bloodworm guardians, they seem to completely ignore the new hit / exp pet rules. It seems like the receive no benefit from their master's hit / exp. They constantly sit at about a 15-16% total miss rate, which is pretty easily seen by looking at their damage breakdown. Is this intentional, or are Bloodworms simply bugged?
                          Fixed for the next build; Bloodworms will get the same pet scaling as other pets, including Hit/Exp.
                          I'm Rebur, Tadia, or Judianna most games.
                          Twitter @Chaos5061.
                          Translations are done with Google Translate.

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                            Shaman
                            I hope you like enhancement, GC, because I have 45 more parses for you to sift through
                            I hope *you* like Enhancement, since it looks like you did over 8 hours of parses there! Thanks. Regarding your results, they line up pretty nicely with what we have, within expected error. Our recent buff to all ratings effectively also buffed Elemental Blast, which we’ve since adjusted for (from 3500 down to 3000).

                            Will Echo be able to proc from Elemental's mastery? I would assume not, but the wording on the talent doesn't make it clear one way or the other. Also, does the effect have any type of internal cool down?
                            Yes, Overloads can be Echoed. Echo only has a very short ICD to prevent it from triggering from multiple hits of the same spellcast.

                            Warlock
                            Is there any word on what exactly the outcome for Dark Apotheosis is going to be? All we've heard is that it is not meant to be a viable tank spec and that it is supposed to be more in line with an dps warrior slapping on a shield and taking a few hits. However recent raid testing and logs have shown otherwise, right now DA warlocks are very viable tanks.
                            We haven't changed our design intent. A recent change to mastery for warlocks made the glyph more powerful than intended.

                            If you want to get together with friends and try out warlock tanks in dungeons, knock yourself out. We have no plans to support warlocks tanking raid bosses and we don't want to see warlocks in Dungeon or Raid Finder trying to talk the designated tank into letting the warlock tank. As I said before, a glyph is not the appropriate way to let a class choose a tanking role.

                            I wanted to clarify that the current damage reduction is a bug, but please let's not derail this numbers-focused thread into a discussion of warlock tanking.

                            What about dual-wielding pets like the Wrathguard and the Shivarra? Does the fact that their models display them as having weapons in both hands mean the game actually treats them as dual-wielders, meaning they will miss even if their master is spell hit capped?
                            Wrathguards and Shivarra are indeed actually dual wielding, with the benefits and detriments associated with that, and are balanced with that in mind. I believe there are a few bugs with that in your current build, but will be fixed. They should miss 19% more on white attacks, and deal 50% weapon damage with their offhand attacks. They will be hitcapped for specials if you are.

                            How does the Affliction passive Nightfall work? I ask because I've noticed some curious behavior with the procs (ignoring the fact that it's bugged and not currently granting a shard).

                            The tooltip says it has a 10% chance per tick of Corruption to generate a Soul Shard, which would mean that on average you'd get a shard every 10 ticks. Nightfall seems to be doing almost exactly that, on average I saw a shard about every 10-11 ticks, and the majority of my shards were generated between 8 and 13 ticks and the spread created a rough bell curve between about 3 and 18 ticks.

                            The thing is, if Nightfall were truly a flat 10% chance then that wouldn't happen. If you graphed out the number of ticks per proc at a 10% chance, you'd get a logarithmic curve with 10% of your procs happening at 1 tick, and slightly less than that every tick afterwards stretching on to infinity. You definitely wouldn't get a bell curve.

                            However, a stacking 5% chance per Corruption tick would fit the bill exactly. On average you'd get a shard every 10.5 Corruption ticks, with a standard deviation of nearly 2.5. You'd have a guaranteed shard at tick 20, and a possibility for a shard at tick one, but both aren't going to happen very frequently.

                            Additionally, as far as I can tell it appears that this effect uses all Corruption ticks from all sources, which has some interesting implications for mulit-target situations.

                            If this is what's happening, then you've gone a long way towards allowing for consistent shard generation for single targets, without nerfing multi-target shard generation (and vice-versa), which was a problem with ICDs and PPMs on multi-target, and low proc chances for single-target.
                            If you recall, early on in this thread, I talked about how we sometimes gloss over certain mechanics in tooltips, for the same of simplicity and understandability. This is one of those cases. A single shard is a really significant chunk of resource, so it can’t be a very high proc rate. But with a low proc rate, it’s very random, meaning that you regularly get fights where you get relatively few shards, and some where you get a ton of shards. We wanted it to still be somewhat random, so we went with a somewhat complex system under the hood that creates "smoothed" randomness, with a simple sounding cover on it (the tooltip). We didn’t expect players to really notice at all, so huge kudos to you; what you describe is almost exactly how it works. It’s actually a stacking 2% chance per Corruption tick, which averages out to an 11.7% proc chance. It does indeed count all Corruption ticks from all sources. I believe in your current build, it only is giving 1% on the first tick instead of 2%, but that’ll be fixed in the next build.

                            We don't think every proc needs this kind of treatment. Nightfall is kind of a big deal, so excessive RNG could cause balance or rotational problems.
                            I'm Rebur, Tadia, or Judianna most games.
                            Twitter @Chaos5061.
                            Translations are done with Google Translate.

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                              The New LFR Roll System
                              Normal raid (Live and Mists):

                              1) Boss dies.
                              2) The game determines what loot he drops.
                              3) The group works out who gets what item, perhaps by random roll.

                              Raid Finder on Live:

                              1) Boss dies.
                              2) The game determines what loot he drops.
                              3) Players for whom the loot is appropriate get a chance to Need or Greed.

                              Raid Finder in Mists:

                              1) Boss dies.
                              2) The game decides who is going to get loot. Each player has a small and independent chance to win loot.
                              3) The game picks loot appropriate for those players.

                              The key point is that traditional loot systems determine what loot drops first and then who gets it. In the new Raid Finder loot, the system determines who is going to win loot, and then picks something appropriate for them.

                              The chance of you walking out of Raid Finder with loot will be about the same as it is today. Our goal isn't to distribute loot faster. However, you won't have the frustration of seeing an item that you want appear only to go to someone who doesn't want it, doesn't need it or doesn't care. Likewise, you won't have other players begging you to let them have the item that you won fair and square. In all likelihood the entire Raid Finder raid is composed of strangers who may never see each other again, so social pressure doesn't really work and we just plan on removing it with regards to loot.

                              Just from this thread, you can see the range of arguments on this topic, and the various pros and cons that transmogrifying legendary items would present.

                              Our current way of thinking is still that legendaries are and probably should remain to be rarely seen. When you do see one, you instantly recognise it for what it is, and acknowledge the prestige that goes along with owning one.

                              But please carry on discussing the topic, we're really interested to see some good discussion either way.
                              I'm Rebur, Tadia, or Judianna most games.
                              Twitter @Chaos5061.
                              Translations are done with Google Translate.

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                                Heart of Fear: Imperial Vizier Zor'lok
                                Tonight we have a preview of the Imperial Vizier Zor'lok encounter in Heart of Fear. If you look at the abilities that have tooltips in the Encounter Journal below, you can see the damage amounts in the different difficulties.


                                I'm Rebur, Tadia, or Judianna most games.
                                Twitter @Chaos5061.
                                Translations are done with Google Translate.

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