Really?

Posted in Upcoming on July 15, 2010 by PFM

I was going to post this in the rants section but it does have a lot of “Upcoming” stuff in it. To be fair I’ll get the fact stuff in first. MMO-Champion has been doing a really good job about keeping us informed about the changes they see in each beta build for Cataclysm. Check out the link at:

http://www.mmo-champion.com/content/

What I am referring to is in the post: http://www.mmo-champion.com/content/1866-Cataclysm-Beta-Build-12479

This post is full of info including the new talent set up. I’ll sum it up and trim the fat a little to their wording.

  • You must spend at least 31 points in a talent tree before you can delegate any points to another tree.
  • You must obtain the 31 point talent before you can spend points in another tree.
  • There are going to be a total of 41 talent points at level 85.
  • Certain abilities will only be available to the tree which you put you 31 points into.

Yes, there is more to it however I’ll let you read further into the post instead of repeating it all.

Now for the second half of this post. FUCK YOU BLIZZARD AND THE KODO YOU RODE IN ON! After reading this and then looking at the druid trees I am having the hardest time thinking if I could play my druid after Cataclysm comes out. The only 2 things I like to do as a druid are tank and heal and both are screwed. There is no synergy in the bear tree and the restoration tree looks like you took tree form away so you could carve the nerf bat to beat us with. Ultimately, I am not at all impressed, quite the oposite in reality.

My opinion on the new “talent system” is that Blizzard should take all the talent trees out and just have us pick Warrior – Prot, and all the talents are automatically chosen. The forcing of the players to go no less that 31 points into the tree leaves us with almost no customization to do and in some cases there is none that can be done at all. There is no way to truly make these builds our own. The options are to run cookie cutter spec for affliction warlocks or cookie cutter spec for destruction warlocks. Want to see something interesting that was listed in teh hunter section of some note? The following are small exerpts from a blue post about serpent sting and venoms.

  • Serpent Sting – You’ll find it’s not efficient to cast your damage-over-time on targets that die before Serpent Sting lasts the full duration.
  • Again, shooting a Venom isn’t really ideal on targets that you kill quickly. You shouldn’t cast one on every trash mob, for example.

The information you see there really is not even important at all. What I am pulling from this is something completely different. These statements are actually being said because the developers think it should be explained. It actually needs to be explained that putting a dot on a target that dies quickly will be inefficient. This is something that doesn’t take a whole lot of thought to understand. While I do not fault anyone for needing that explained, because I do realize that there is a group of people who this knowledge may be useful to, the fact is, if they speak to people on this level then they are designing the game to be played at this level. I need to think. I need more.

If they keep on this path of simplification I may be looking for a new game to challenge me.

Cataclysm Beta!

Posted in Guild Stuff on June 8, 2010 by PFM

Well boys and girls, it has happened. Blizzard is focusing more on guilds. Not just in speculation based on the blue posts about changes, but now in their newest contest. They are running a contest for a guild to be eligible for the cataclysm beta keys. The way this works is:

For World of Warcraft: Cataclysm, we’re looking for a healthy handful of guilds to join us in the beta test process. If you think your guild would supply the perfect candidates for testing the limits of Cataclysm’s content and systems, tell us why!

They are asking for an email of 50-250 words describing why we should be allowed in the beta. They have said that they are looking for the more compelling and original entries. Zarhym said:

That’s for you to figure out through 50-250 words. Be creative. Get our attention. :)

So what I need is something from everyone about how we can win this, its going on for a short time and only one submission is allowed per guild from the GM. So lets “DO WORK” and get in this. If you have an idea, let me know ASAP.

With the downtime today we have some time to get things ready. I’ll be on mumble for anyone that wants to talk this through.

Old school

Posted in Guild Stuff on June 6, 2010 by PFM

I’ve been talking with people for a while now about old school WoW. Some like to reminisce with me and others are just blown away by what they hear and how much the game has changed. One of the talks I had was about a video created for Curse guild about BWL. I couldn’t find it anywhere, so I decided to host it myself. It was kinda long over all (26mins total). I had to split it into 3 parts to fit on Youtube. Hope you guys enjoy. Also posting a shameless plug of one of my own old school videos with a voice-over by someone you might recognize.

Hit, Crit, and Glancing

Posted in Theorycrafting on June 1, 2010 by PFM

More theorycrafting! YAY! OK, maybe I’m the only one getting excited. For all others, this should be a good post for a place to quickly refence the info. Might even be fun to read! (Can’t blame me for trying, I like this stuff)

Here we go with Hit, Crit, and Glancing!

Hit

This is considered by most classes as the single most important rating. This is your increased chance to hit a mob. First thing to understand is your inate chance to miss. This is based on your level, and the level of the mob you are trying to hit. So first lets get some base stats going here. The basic truths:

  • ALL HIT RATING EFFECTS BOTH SPELL AND MELEE
  • ALL “SKULL” BOSS LEVELS ARE 3 + PLAYER LEVEL, SO ASSUMED TO BE 83

Your base chance to miss with spells is a static percentage:

Mob Level Chance to Miss
80 4%
81 5%
82 6%
83 17%

Blizzard removed the 1% hard ceiling for misses making it possible to never miss. Your base chance to miss with melee attacks is based on a formula:

Main-hand = 4% + (Defense Skill – Weapon Skill)*.1%

Off-hand = 23% + (Defense Skill – Weapon Skill)*.1%

First note that main-hand vs. off-hand is based on your character sheet. A 2H weapon in for ret pallies will be equipped in the main-hand slot. Off-hand refers only to dual-wielding classes. Defense Skill is the defense of the mob and Weapon Skill is the player’s weapon skill of his equipped weapons. The defense of any mob is 5 x Level. In the event that the mobs defense skill is greater than 10 then the formulas change to:

Main-hand = 6% + (Defense Skill – Weapon Skill – 10)*.4%

Off-hand = 25% + (Defense Skill – Weapon Skill – 10)*.4%

Plug in the numbers and you get (assuming 400 weapon skill):

Mob Level Chance to Miss
80 4%
81 4.5%
82 5%
83 8%

I know every melee out there that has not looked at it in a while just lost it. “Wait a second, i was always told it was 9% for bosses!” This used to be the case, however after some testing by many many many people (myself included) it has been noted that the melee caps have been lowered by 1% in the base formulas. Also note that the formulas are there for those that want to see them (and anyone wondering how much hit rating is required to not miss when Fianna throws a shoe at Ahroun) but the tables will be what we deal with from here on out.

Now that we have a base chance to miss, on to jumping that hurdle. More basic truths:

  • RATING IS A DIFFERENT CONVERSION FROM MELEE TO SPELL HIT PERCETAGES
  • RANGED ATTACKS ARE CONSIDERED MAIN HAND ATTACKS
  • TALENTS DO NOT SHOW UP ON THE CHARACTER SHEET
Type Hit Rating Required to Equal 1% Hit
Melee 32.79
Spell 26.23

Now lets talk “caps”. Everyone referes to getting their “cap” or being “hit capped”. First we have a couple of definitions. Please note all these as they can be quite confusing from previous uses.

  • Hit Cap – This is your chance to never miss on any attack, spell or melee. Takes into account the caps listed next.
  • Melee Cap – This is the chance you will never miss with your main-hand weapon
  • Dual-Wield Cap – This is the chance you will never miss with your off-hand weapon
  • Melee Soft Cap – This is the chance you will never miss with special attacks or “yellow damage” (This applies to dual wielding classes and changes based on class and requirements for special attacks)
  • Spell Cap – This is the chance you will never miss with a spell or “non-physical damage”

Now that we have our definitions lets get some numbers for those and apply them to specific classes. This is a list the various caps as they apply to each class and caps them against a raid boss (level 83) with max weapon skill.

Melee Cap = 8% or 262.32 hit rating

Dual Wield Cap = 27% or 885.33 hit rating

Spell Cap = 17% or 445.91 hit rating

Now as a note, just because you are a melee class does not me you have to only worry about the “melee caps”. Remember that each of these is based on individual spells. For example, rogue’s poisons are subject to the spell hit table, as are druid’s growl and warrior’s taunt. Look at each ability your particular class uses to determine which numbers are most important for you.

Critical Strike

Crit has for a long time been the most sought after stat by most DPS. “I want to crit more and see big big numbers all the time!” As with any stat/rating there are targets to aim for and are different for each class. So let’s delve into the world of big numbers. Even you healers out there should understand this

  • CRIT IS FOR EVERYONE

The chance you will gain a critical strike with a melee or spell is based on your crit chance. Simple enough. While we all know by now that spell hit and melee hit are different rating amounts to equal 1% hit chance, the same is not true about spell crit vs. melee crit. It’s all the same. So from now on in this post….CRIT IS CRIT. All ratings can be derived from the following information with the exception of dodge. (I’ll cover the combat rating system in a later post)

Base Combat Variable Base Value
Critical Strike Chance 14

*This base value is for lvl 60. All values are derived from this one.*

(Base Value) * 82 / 52 * (131 / 63) ^(Your Level – 70 / 10) = Rating required for 1%  —-  So plugging in some numbers you get:

14 * 82 / 52 * (131 / 63) ^ ((80 – 70) / 10) = Rating required for 1%

14 * 82 / 52 * (2.079) ^ (10 / 10) = Rating required for 1%

14 * 82 / 52 * (2.079) ^ (1) = Rating required for 1%

14 * 82 / 52 * 2.079 = Rating required for 1%

45.91 = Rating required for 1%

Now we have our numbers for what makes 1% crit. “YAY!…wait, my chatacter sheet shows more than this crit i just calculated.” So true, but that is because our other stats also can contribute to crit rating. Ok, time for some more numbers and a bit of faith thrown in. Since crit is crit no matter who it is on it is important to understand where you get your personal crit from so you warlocks are not out running around with agility enchants. The first thing to understand is what stats have crit attatched to them, currently the only way to recieve crit on your gear is either from Crit Rating, Agility, or Intellect. Crit rating is now in the bag and easy enough to understand so we move on to Agility and Intellect.

As of right now there is no known formula that I have found or anyone I have read from so I will provide a table for conversions. (Told you there was some faith involved):

Class Lvl 80 Crit per Agi Lvl 80 Agi needed for 1% Crit
Warrior 0.016 62.5
Paladin 0.0192 52.1
Hunter 0.012 83.3
Rogue 0.012 83.3
Priest 0.0192 52.1
Death Knight 0.016 62.5
Shaman 0.012 83.3
Mage 0.0196 51.0
Warlock 0.0198 50.5
Druid 0.012 88.3

As you can see the numbers required to get substantial crit require serveral points of agility to obtain. Also note that agility will only increase your melee crit chance. This is why you will not see mages running around with Agility enchants to their weapons. As a side note, unless the agility stat offers something of great usefullness, many will not use agility as a way to stack crit. Intellect is even simpler as it is a straight conversion for all classes. (Again with lacking a known formula)

Level Spell Crit Per Int Int required for 1% Spell Crit
80 0.006 166.7

Like its melee counterpart, intellect only offers spell crit chance. As you can see from the numbers it is nearing double or more intellect needed for 1% crit over melee’s agility. I would not recomment using this stat as a means of increasing your crit chance.

Glancing Blows (melee only)

As a nice little side note added in here, I figured I could throw in a short bit on glancing blows. I was asked about them not long ago and thought I had the answer. I did know the numbers, but had forgotten the reason. So I went back through my notes and refenced them to the sources and got my refresher. Let me note right here that glancing blows cannot be changed or reduced. The only things that can effect glancing blows are level and weapon skill. Glancing blows occur:

  • 24% of the time (static fixed amount)
  • Only on white auto attacks
  • On equal level or higher mobs

When you swing there is a chance to land a glancing blow of 24%, as stated. The amount of that hit or how hard you hit the mob for is based on a quick formula of the high and low range.

  • RD = The difference in your weapon skill and defense rating of the mob
  • High end = 1.2 – 0.03 x RD
  • Low end = 1.3 – 0.05 x RD
  • Reduction % = 100(High end + Low end)/2

If you plug in the numbers for a max skill rogue (400) and defense of a boss mob (415) you will get:

Reduction % = 100(High end + Low end)/2
100 [(1.2 - 0.03 x 15) + (1.3 - 0.05 x 15)]/2
100 [(0.75) + (0.55)]/2
100 (1.3)/2
65%

Therefore, against this boss, the rogue’s white damage will be rduced to 65% of normal damage when he glances.

Well there you have Hit, Crit and Glancing in a nutshell. I hope it is informative and answers any questions. If there are any further questions or you’d like to do some outside theorycrafting I am availible to discuss this either here or in mumble.

End of Week Summary 5/23

Posted in Guild Stuff on May 24, 2010 by PFM

Another week down and the bosses keep dying. No new bosses this week, but progress none the less. First night found us standing in front of the Blood Queen Lana’thel. A little bad luck with the RNG gave her a 24 hour reprieve. The next day we walked in there and one shot her, then refined our strat on the Dreamwalker, bringing us back to our next hurdle Sindragosa. Remember this is my perspective as a raid leader and what I saw and have gathered from watching the fight, comparing videos, watching both in and out of game analysis. I personally am pleased with the progress.

The first night we walk in there with nothing more than a couple of very short attempts due to it being the end of the night. So begins the making of a boss fight. Clear the trash and get ready. The rest of the night was focused on understanding how to position and where to stand for ice tombs. The next night is when we did our real work. Refining the strat to work out positioning and setting ourselves up to limit the possible RNG deaths. Getting the feel of that seems relatively easy until you throw in watching for Unchained Magic, Permeating Chill, Icy Grip andBlistering Cold.

Now consider these things from the perspective of each person in the raid:

  • DPS are working at still pushing 5K+ DPS while attempting to not kill themselves with debuffs. Maintaining CD’s and DoT’s and all of the normal rotations while watching debuffs and positioning.
  • Healers are watching the same debuff as the caster DPS, but instead of being able to stop completely they get to watch the rest of the raid taking constant aura damage and the a fore mentioned debuffs. If that wasn’t bad enough, the guy standing in front of the dragon’s head is taking all of the same damage as melee AND eating cleaves and frost breaths. Try watching that health bar and balancing the damage you are going to take from casting a heal and keeping him alive so the dragon does not eat you.
  • Tanks are still doing the same old dance, minimize damage incoming and maintaining threat. However now it has to be done knowing that each time you hit the dragon, you are taking more damage and straining the healers. Watching healer debuffs and ice tombs during phase 3 to rotate CD’s when they are needed to survive because 1 healer is in a tomb, 1 has the next tomb incoming, and the last healer is low health sporting Unchained Magic.
  • Raid leader is also doing that same role as set out in the strat and at the same time is tasked with watching how each part of the designed strat is playing out, where the problems are and how to fix them on the fly. Adjusting each aspect in the most minute or drastic ways to ensure the success of the players depending on him to do so.

Doesn’t seem so easy now, does it? Now most people when I tell them, “Wiped at 3% on Sin.” will reply with, “Sucks”. I think not. It was progress getting closer to the kill. We consistently moved into phase 3 and that moment when everything comes together, that moment I often refer to as a “Moment of Brilliance”, occurred. Each person saw what needed to be done and the big picture was seen by all. Getting so close to the kill lets everyone know it can be done and inspires a little thirst for blood, a hunger to kill. Now with years of raiding experience I can say, and any others who have been raiding for years will agree, the last few bosses in a raid instance are the most discouraging. They take longer to kill, as they should.

Conclusion: Well done all! You came in to this and in 5 weeks of a raid group being formed and no prior experience (save the random PUG’s and rep runs) have moved further than any of you have before. I look forward to seeing the Lich King this next week.

Combat Roll System

Posted in Theorycrafting on May 22, 2010 by PFM

Ok, for all you theorycrafters, and even ones who don’t, lets talk. This game has many intricacies in how it works, or mechanics. Due to the changes Blizz has made in the simplification or playing, I think many people have strayed away from understanding these mechanics. These days, most of the stats that fill these mechanics are theorycrafted by a select few and the masses just copy specs and gear of the top players in their eyes. What separates a good player from a superior player is the understanding of these concepts.

This is the simplified list of my acquired knowledge over the years and recent times of playing. I am basing all information off of PvE encounters and all assumptions are that you are level 80. Please feel free to respond with any comments or corrections you note I have overlooked, and most of all, think!

Attack Resolution System

First let’s go through the progression of hitting a target. We are going to look at some very confusing stuff here, so I will make every attempt to simplify as much as I can.

1-Roll vs 2-Roll Systems

Each melee attack follows one of these two systems to determine what the outcome is. Special attacks or “yellow damage” follow the 2-Roll system while auto attacks or “white damage” follow the 1-Roll system. Each system demands that there be a total equaling 100%.

Lets start with the 1-Roll. For this example imagine you have just cooked a large pizza with 100 slices. Each attack you make via and auto attack or white damage is a slice of pizza. Now you have a line of guests standing there waiting to get their pizza slices. They are lined up in the order of:

  1. Miss
  2. Dodge
  3. Parry
  4. Glancing
  5. Block
  6. Crit
  7. Hit

“Miss” always goes first and takes his share of pizza first. Swinging a main hand melee weapon with no additional +hit will get an 8% miss rate. As such Miss is going to get 8 slices of pizza. The only way to avoid this is to add hit rating to decrease the amount of slices Miss get to take. Next comes Dodge and then Parry so forth and so on. You get the idea.

Next we have the special attack or yellow damage 2-Roll system. We will look at this with the same example as the pizza example, but with a twist to it. Now Hit and Crit are going to be a couple and Crit is busy talking and has asked Hit to go get her slices for her. The line for pizza looks like this:

  1. Miss
  2. Dodge
  3. Parry
  4. Block
  5. Hit

Same thing occurs here as each take their turn picking up their slices of pizza with Miss going first again. The change here is that Glancing is full from the white damage pizza and does not get in line for this one and whatever portion Hit gets, he then takes to Crit to divide among themselves.

Now we went through all that to see how important it is to get as much pizza to Crit and Hit as we can. To do this we have to bypass as many of the people in front of them as we can. This brings me to Effective Hit. This is the chance you will land a successful blow. Basically think about it as all the ways to lower the slices going to anyone except hit/crit. We cannot lower the amount of pizza given to either Glancing or Block in either roll system other than having max weapon skill and max level. So let’s give those concepts some numbers:

Attack MH White OH White Yellow
Miss 8% 28% 8%
Dodge 6.5% 6.5% 6.5%
Parry 16% 16% 16%
Glancing 24% 24% N/A
Block 6.5% 6.5% 6.5%

Ok, now here is the part that will blow your mind:

THERE IS A CRIT CAP

Lets look at an MS warrior. Our warrior can have only 2 types of attacks, white auto attacks and yellow special attacks. Let’s imagine this warrior somehow stacks 4590 crit rating, giving him a 100% chance to crit. has he exceed the crit cap? Yes. Looking at our table above for auto attacks and special attacks we can see:

Attack MH White
Miss 8%
Dodge 6.5%
Parry N/A
Glancing 24%
Block N/A

In the first column we have a total of 38.5%. Remember that Miss, Dodge, Parry, Glancing, and Block get their pizza first. The remaining slices are handed to Crit and Hit. So of the auto attacks, there is only 61.5% of the blows that can crit.

This is the Combat Resolution in a nutshell. I hope it is informative and answers any questions. If there are any further questions or you’d like to do some outside theorycrafting I am available to discuss this either in-game, in the comments below, on Facebook, or in mumble.

Meters Suck!

Posted in Rants on May 20, 2010 by PFM

I just wanted to bitch a little bit about not only meters but also just some mods and concepts in game that annoy me. First thing is meters, both DPS and healing. I cannot stand that people get so focused on them. “OMG, I am top DPS” or “Check out who is out healing everyone”. Screw that noise. Who cares? Really the meters are like any other mod in the game…a tool, not the gospel. The only reason they are used from a raid leading or officer perspective is to get an image about what is going on in the fight. Very little of the actual numbers goes into determining or rating someone’s performance. You know what does go into that? If the boss dies or not. Understand a few truths about meters:

  • They do not show absorbs effects.
  • They do not catch every single action and parse it would make the game unplayable.
  • They do not take into account what “job” a person has in a fight.
  • They do not compensate for melee vs ranged friendly fights.
  • They do not compensate for fights that require movement.
  • They do not check for critter kills vs actual trash/boss kills.
  • They do not show tanking stats.
  • They do not adjust for gear (except by Gear Score which will be addressed)

There are so many flaws that the actual data should be taken with a grain of salt. Patterns are what’s important there. I personally would like to remove them from use on all members and only have the officers be able to see them, but that is not possible. I am aware for anyone that has the rebuttal, and I do understand that some people do use them to gauge their own performance from week to week against themselves. For this I am grateful. Next is gear score and item level. The vast majority of people out there are placing way too much faith in GS or what item level the piece is. Again, these things are a good tool but NOT the gospel. Let’s take a look at a couple of examples: PvP gear. This is the single worst issue with GS. Picture a warrior tank wearing full Wrathful gear. His GS will be around 6.2k. The GS for a T10 tank would be around 5.8k. We will compare this to T10. Let’s only look at the 5 pieces (Remember it only gets exponentially worse when we use all the PvP gear). Stats are: PvP

Strength 703
Stamina 1,153
Armor 10,944
Resilience rating 496
Critical strike rating 448

PvE

Strength 585
Stamina 857
Armor 12,207
Defense rating 283
Dodge rating 264
Parry rating 200
Expertise rating 73
Hit rating 54

Note that the only thing the PvP tank has over the PvE tank is stamina and strength. This equates to threat and health. When given a choice of who to bring, the average person chooses to bring the 6.2k GS guy, who has 2000 more hit points before talents. The better choice is the PvE tank who has less HP but can dodge, parry and block more. Hits the boss more causing more threat. Doesn’t get dodged or parried attacks as much both increasing threat and survivability. But alas, GS means this tank cannot get into the runs he wants because people look to the holy grail of measuring skill….Gear Score! Another example is DPS. We will go with hunters on this one, but note that this applies to all physical damage classes. Let’s compare a T9 hunter to a T10 hunter. The T10 hunter has a GS of around 5.8k and the T9 of around 5k. Armor wise the T10 seems to out gear the T9 hunter but the difference in DPS comes down to the weapon. Both of them can pull the same DPS if the T10 hunter had bad luck on his ranged drops and is still using a the gun from ToC with a top end damage of 575, while the T9 hunter got lucky and pulled into a Lich King kill getting a crossbow with a top end of 840. An entire set of gear can only make up for so much. The weapons make the biggest difference.

Last GS example is a personal one from Naxx. I had many many people hounding me about not taking what they saw as upgrades. Because the item I was using was a blue and the drop was a purple. Just because the item level is higher, does not make it better. I used a level 60 item at level 80 because it was too good to put down. As a healer I consistently out healed and out lasted my counter parts in raids with what they believed to be lesser gear.

After that wall of text, the short version is don’t use these mods or concepts as the end all, they are merely a tool to help you do better, find gross errors and problems, or get a feel for how things should go. What really matters is the player and I do not surround myself with fail players. Every one of my raid members is the best at what they do, if they weren’t, they would not be here.

Hola peoples!

Posted in Guild Stuff on May 19, 2010 by PFM

So here we are. Starting up the blog for Pure Fucking Magic’s life. Everything from guild’s events to rants about WoW’s changes (good and bad) to Theorycrafting. First Thing to mention is omg, after waiting what seemed like an eternity, we have the contents of our guild bank back. With that said, we are running low on space, so any members wishing to contribute to the funds for the last tab, you know where the deposit button is. And anyone wanting guild bank access will be required to meet 2 criteria (NO EXCEPTIONS). 1) Have an authenticator and 2) be listed as a raider.

I guess to get anyone up to speed and throw out some props to people, Grats guys on the amazing progression made over the past few weeks. For people not understanding what we have done, we have put together a group that has pushed through the first 3 wings of ICC in about 2-3 weeks of raiding 2-3 nights a week. Bravo!

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