Archive for May, 2010


Three Laws of FD and Aggro

There is no tool in the hunter arsenal that is more misused than FD. Nor does it contribute as much to hunters not good at playing. FD permits bad hunters to be against the laws of natural selection, gets rid of the negative reinforcement and then prevents them from learning from past lessons. Where other classes probably do something foolish and die of it, the hunter does something stupid. Hunters should be asked to join a test and obtain a license prior to be given the FD button. Following are the Three Laws of FD and Aggro:

Firstly, a hunter should not pull aggro or allow aggro to be pulled. There is a problem with FD, that is, the way it is used when soloing is different from it is used in groups. Most hunters view FD as a way to drop aggro. However, perhaps this is a correct point. FD is a way to drop threat which should be used prior to pull aggro. When aggro is pulled off the tank, you would fail as a DPSer. A tank’s ability to produce threat is restricted, from his gear to his rage, mana or runic gumdrops to the limits of his IQ. However, you usually have the ability to do less threat.

Secondly, a hunter must follow the wishes of the tank. The exception is when such orders do not get along with the First Law. The dirty truth is that the tank is the leader of the five men. He is clear about how much he can tank, what is the first target and what he can hold aggro on. If he tells not to attack for five seconds, you just do as you are told.

Thirdly, a hunter has to protect his own safety, only if the protection would not conflict with the First or Second Law. If things cannot go well and you screw up and pull aggro, you can move forward and FD out of it.

Have Better Teamwork in RP

If you want to perform better with others in your team, following suggestions may be worth a read. In the first place, do not give up your own fantastic story simply because you do not have a good role play. What you need is some more effort. Instead of playing your uniqueness as part of the regular day to day RP in your team, invite your RP mates to go along you in events to play out your story. By doing so, you can get their permission to share your story with them. And at the same time you can bring them extra fun, rather than interfering with their enjoyment.

In the second place, ask one of your friends to join RP with you. Keep expanding your story. If you can finally fit in due to a life changing event coming up in your story, then just skip ahead to that point. Record what happened and post it so that your teammates can share it.

Thirdly, instead of RP your special creation with your friends, do whatever works for your story. The more role play, the more fun you can get. For instance, if your particular character is an amnesiac, play his doctor or therapist. Make the doctor a part of team and to be responsible for constant care of the patient. You can continue to tell your story. However your teammates do not need to explain every detail and take time out from their stories to do it.

Equally important is to create your own separate troupe. If your story will take some time to play out, with a nice pay-off at the end, organize a team to do it. If you sell this within a limited period of time, you can probably attract a small group of people who need extra challenge. You can even establish a chat channel so that people do not need to leave their team to create a new character to join.

Mastery Bonuses in Cataclysm

There are some new findings about the Cataclysm alpha client files, like new UI elements, factions, and titles. However, if you do some work of math, you will definitely find more. There are some changes of how each talent point cost in a tree will support three mastery bonuses of your spec. Following is an introduction about the above information: each talent point can bring three individual bonuses which can benefit your class, scaling up when you get more points. At the beginning they will be spell power or melee haste, both being basic bonuses. The third one will give a chance for your healing spells to splash to nearby targets.

For instance, a single point cost in your shaman’s elemental tree is going to give the following effects: Spell Damage + 0.157%, Spell Crit + 0.157%, Chance to proc Elemental Overload + 0.5%.

If you have capped out your tree’s mastery points at fifty one, the numbers would be much better, the figures possibly being the following: Spell Damage + 8%, Spell Crit + 8%, Chance to proc Elemental Overload + 25%. However, there will be more. The mastery stat, which you are going to find on gear in the new seventy Cataclysm zones, is going to also augment your third bonus further. Please note that the expansion is still being tested and the above data are probably not final result.

Elemental Is Hostile Factor

The World of Warcraft is always expanding. You may know how to play the game and how to combat the bosses but you may not know why all these happen. The way to make clear the above question is from the background story behind wow.

The factor of fire, which seems to be harmful mortal lives, was introduced on Azeroth by the dread Ragnaros the Firelord. It is doomed to be controlled by the Old Gods before recorded history. Ragnaros is one of the most hostile elemental lords who helped the Old Gods in the war against the Titans, and the falling of elementals and the locking Old Gods, the Titans produced a prison for the soldiers of the elemental lords and those lords as well, abandoned them to a place called the Elemental Plane.

Imprisoned in a narrow area and having no outside enemies, the elementals began to fight with each other. This was known as the Elemental Sundering. For certain reason, there are some difficulties for elementals in wholly dying. Because of the link to element, Ragnaros cannot fully absorb Thunderaan’s essence. However, it is unclear how long the Elemental Sundering lasts. Actually, it is probably continuous. The only thing that is clear is fire elementals is perhaps more hostile to those fire than air.

Chance of Missing a Target

It is very common for an attack made to miss its target by certain amount of chance. The chance has little to do with the level. It can be seen as a check against the attack or defense skill of player or mob. Since mobs naturally have skills and cap will be automatically raised, you will more possibly miss targets with higher level than you.

There are four factors that can influence your base chance of missing a target, which is related with the target and your weapon style. When the difference is equal to or less than ten, the base chance will be:

1 Two-handed/single weapon – five percent + (Defense Skill – Weapon Skill) * 0.1 percent

2 Dual-wielding – twenty four percent + (Defense Skill – Weapon Skill) *0.1 percent

On the other hand, when the difference is higher than 10, then the base chance will be:

1 Two-handed/single weapon – six percent + (Defense Skill – Weapon Skill) * 0.4 percent

2 Dual-wielding – twenty five percent + (Defense Skill – Weapon Skill) * 0.4 percent

Based on the above formula, you can conclude following results for a level eighty character with four hundred weapon skill:

The precise chance which a boss has to dodge, parry or block of any given attack is still not exactly known, and the values may vary considerably between different mobs.

Most mobs have a fourteen percent chance to parry attacks and 6.5 percent chance to dodge or block attacks. Expertise Rating, not Hit Rating can be used to reduce a target’s chance to parry or dodge attacks. Please note that Hit Rating do not affect a target’s ability to dodge, block or parry attacks. Using a model of 10 + Defense Skill – Weapon Skill, a player would have a twenty five percent chance to land a glancing blow against a raid boss.

Guides about Melee Hit Table

Following is some research about the melee hit table which contains calculations, figures, math-related information and so on. From the attack table you can see clearly every melee swing done by players, pets and mobs. Each attack completed would produce an internal roll on the server, which is very similar to a roll one hundred. The items in the list would be showed in certain sequence for the sake of precedence which means the former ones will occur before latter ones. Under this theory, the server will first analyze your opportunity to miss, then dodge, parry and so on until it reaches the bottom of the list.

Besides each result is against any other result which means you are unable to get a blocked critical hit, nor a glancing one. A hit is going to either be blocked, glancing or a crit. It is easy for you to find cases in which a specific result can be set to zero. Attacks from players and pets can do glancing blows while an NPC is unable to cause a glancing blow. Only NPCs can do crushing blow, whereas players and pets have no such a function. Mobs are unable to do parry or block attacks occurred behind them while players will never dodge, parry or block attacks from behind them. There is half yard polite distance to see whether an attacker comes from behind a target or not.

Disabled targets have no ability of dodge, parry or block attacks.

As discussed above, when an attack roll is completed, the combination will be compared to each possible outcome on the list. The list of possibilities will go on until it comes to one hundred percent, after which all other possibilities will not be considered. Normally, this only happens when facing tanks.

Four Classes Have New Talents

The game of Wow is always changing. You can often find new talents added in it and others got rid of from it. For example, Chakra has recently been put into use. However, the new talents have not completely been completed yet. Those out-dated talents are being removed one after another. A good example for talent still exiting is Meditation for priests whereas Searing Light has been deserted.

For Priests, now they can get extra protection from Barrier which can help absorb approximately 293.25 damages received by a party or raid members. What is more, with the barrier, spellcasting can be continuous without interruption by damage. The barrier lasts for 15 seconds or until it absorbs 1955 damage. The critical healing effect can be increased by 1% in chance for each DOT on your target. For Prayer of Healing, you can use it three times then you can get to Chakra state that lasts twenty seconds. Prayers of Healing can enhance the AOE healing while cutting the cooldown of Circle of Healing. There are also some changes about your Renew spell (an increase from three to fifteen percent), Heal spell (from one to five percent). In general the healing for priests became better than ever before. For Druids, healing from Rejuvenation was increased by two percent, direct damage done by Moonfire three percent, and damage caused by Claw and Mangle two percent. For Shamans, if Shock spell was cast, the next heal’s mana cost would be cut by fifteen percent and the healing effectiveness going up by five percent.

However, you should remember that all this changes are still not finally completed, so you can only wait and see what will actually happen in the near future.

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