hunter-tbc's Issues
Do drums and Bloodlust/Heroism reduce GCD?
Check Focus regen rates w/ and w/o bestial discipline
How does Ferocious Inspiration stack?
Are pets attack speed normalized?
Rip-Blade Ravager changing color when summoned? (tamed pet from Blade's Edge)
request to see if this changes color.
Hunter pets chase targets that enter stealth after the pet was sent to attack.
Owl screech uptime? maybe increased because of bestial discipline talent increase
How do haste effects impact speeds of Steady, Auto, Multi and Aimed?
Serpent Sting damage dealt with lower ranks not being properly increased by 10% of RAP (some scaling assumed here)
I'm not the greatest with calculations, but there's something funky going on here.
At first glance this seems to be working properly for Explosive Trap (although the initial damage doesn't seem to reflect the tooltip), the damage is still increased when popping Blood Fury + Earthstrike.
The other two abilities don't seem to be working properly.
Does Hunter's mark stack up to 440 RAP correctly?
https://www.warcraftlogs.com/reports/yb4MJ3GzgpPdw8j1/#fight=6&type=damage-done&view=events example log of mark stacking
Focused Fire (Hunter talent) % bonus persists after talent respec
No increased damage on tooltip or on actual damage done. Will link logs later from vod.
The Beast Within not providing full CC immunity to the hunter
TBW currently does not provide immunity to incapacitations or disorients in the current beta build: https://streamable.com/gxrymc
Wowhead DB seems to indicated that as it is in game right now, its just immunity to stuns:
https://tbc.wowhead.com/spell=34471/the-beast-within
The Beast Within does not work at all for the player
Auto shot not displaying cast start or success in combat log, even though it has a cast time
important for hunters to be able to watch their swing timer accurately, without the actual cast time data we can't time rotations efficiently.
Careful Aim (Hunter talent) does not give RAP.
Added the talents and gained nothing. Had 156 intellect with 3/3 and no bonus RAP.
Mark of the champion benefitting pets?
Melee swing timer vs ranged swing, and any delays?
Cannot cast Gore via a macro (/cast Gore)
Trying to cast Gore manually using a macro (/cast Gore) gives the message "Your pet already knows Gore."
Doing the same type of thing with any other ability uses the ability correctly. Seems to just be Gore behaving this way.
Pets are not dismissed when mounting up like patch 2.1 states for Locks and Hunter pets.
Trapping multiple targets at once with freeze
Does growl scale with AP?
Tamed pets on Beta are not normalized speed, but copied pets are.
Caster pets?
In classic, "caster" pets were pets tamed with a mana bar. These pets did inherently 2 less DPS than their equal level counterparts. In original classic they did less damage, had less armor and less health.
Ammo available at start?
Pet movement command fluid or not? (was better on nonbatch classic PTR but still laggy)
Does Steady shot suffer casting pushback from damage taken? Does Aimed shot still?
Elixir of Demonslaying RAP?
Feign death still kills you when the effect ends
This was changed in patch 2.0.1 to no longer kill you after the effect ends.
Pet pathing - pet doesn't go behind target like it should per patch 2.3
In patch 2.3 it was noted that pets will try to get behind their target when in combat. The pet behaves like it does currently in classic instead.
Does Blood Fury give RAP and not use GCD?
Aimed Shot does not allow you to re-cast it after the cooldown finishes until the next auto shot
If you cast Aimed shot, then try to cast it again immediately off cooldown, if you didn't just shoot an auto it won't let you cast aimed until the next auto shot goes out.
I'll add a clip of this later.
What consumables stack?
GCD Queuing functionality, does it work, should it?
Does wind serpent stop to cast Lightning breath?
Hunter pet level tagging still working
In classic you could use your pet to level a lower level character after they had hit it and they would earn full XP. This is still possible in TBC, not sure if bug but it does seem wonky.
Tracking dots aren't changing color for friendly targets on the mini-map
https://www.youtube.com/watch?v=TMNxDcMOXRs
can also see here that party is blue dots, but I think beta currently has white dots for party and white outline for raid members.
Sharpening Stones don't give ranged crit but weight stones do, based on old comments most of TBC they both gave melee/range crit.
Pet cobra reflexes and avoidance are not available from the pet trainer.
No trainer appears to train these. Should be learnable at level 30 for rank 1 avoidance, cobra reflexes, and level 60 for rank 2 avoidance. Not sure if there's another one but these are the ones I remember.
How are Hunter abilities actually calculated?
Hunter's Mark (Ability) plays no animation when using the ability
Character just stays idle during the cast.
Also think maybe the animation shape on target is wrong but I'll have to look that up.
Only 1 pet gains greater blessings, instead of all pets
/petaggressive doesn't work
Both /petdefensive and /petpassive works, however /petaggressive does not.. Making the only way to toggle it is to keybind the actual ability.
Making it impossible to macro it.
Steady Shot one button macro?
AoE cap on volley?
Can't dismiss pet, says invalid target
How are pet abilities scaling? (if any)
Check pet ability formulas/scaling.
Does devilsaur tooth give a guaranteed crit like it should?
Auto shot is not automatically switching to enabled when leaving melee range per patch 2.0.1, also can't right click to start shooting
Patch 2.0.1 noted that you should automatically switch to auto shot if leaving ranged combat.
I believe there was also a setting for this in the UI to toggle this off (I personally prefer it off)
Hunter Auto Shot damage formula changing based on number of % damage modifiers applied
While testing damage formulas I noticed something very odd happening with auto shot.
Testing with Fine Light Crossbow (29 damage, 2.7 speed) and 22 DPS ammo at 1145 AP gives me 309-310 damage range. This matches the tooltip's 309-310 damage range. The formula is:
22*2.7 + 29 + 1145*2.7/14
Attacking a lvl 14 borer in RFC, I see the damage goes from 309-310 to 284-285. So the mitigation is about 8%~ reduction (91.973%).
Doing this same test with Focused Fire (2% damage bonus) I get the result of tooltip showing 314-315 or (308-309)* 102%.
If I calculate the above formula with 1.02 * the whole thing I get this:
(22*2.7 + 29 + 1145*2.7/14)*1.02 = 315 - 316 range
However from the tooltip you can see it's actually slightly lower, so I adjust the formula to not count the ammo damage bonus as multiplied like this:
22*2.7 + (29 + 1145*2.7/14)*1.02 = 314 - 315 range
Now, if I attack this same lvl 14 borer, I get 290 always. Which seems to follow along the lines of the latter formula. Notice that my damage range here also matches the range on the tooltip (for some reason it shows 308-309)
I see this same thing with Ranged Weapon spec, or ferocious inspiration. Basically up to 2 percent modified bonuses being multiplied together. As an example:
With ammo damage multiplied:
(22*2.7 + 29 + 1145*2.7/14)*1.02*1.05 = 331-332 range
Without ammo multiplied:
22*2.7 + (29 + 1145*2.7/14)*1.02*1.05 = 326-327 range
Attacking the lvl 14 borer gives 299-300, which follows the latter's formula and ammo damage not being applied to the multipliers. However, if I add in a third, say RWS and Ferocious inspiration together, or slaying % bonus, I get the following result with say these multipliers: Focused Fire (2%), Ranged Weapon Spec (5%), and Slaying (3%)
With ammo damage multiplied:
(22*2.7 + 29 + 1145*2.7/14)*1.02*1.05*1.03 = 341-342 range
Without ammo multiplied:
22*2.7 + (29 + 1145*2.7/14)*1.02*1.05*1.03 = 334-335 range
The tooltip matches the latter, but when I actually damage a mob I end up with 313-314 which matches the formula for the first formula. If the damage range actually matched 334-335 like the tooltip suggests, and the test with 1 or 2 modifiers suggests, I'd have 307-308 damage instead.
So basically, when you have 3 or more multipliers for damage on Auto Shot, the formula literally is changing how it's calculated even though the tooltip still matches the original formula with only 1 or 2 modifiers. Maybe I missed something in there and someone can double check, but this is somewhat significant difference when you have higher damage abilities and ranges.
TL;DR 3 or more damage multipliers makes Auto Shot behave differently. All other damaging shots behave the same way regardless of % modifiers (they have ammo damage multiplied always)
Flare persists on the target for several seconds after the target leaves the flared area (4-6 sec)
Can add example later, stream not working atm.
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