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hunter-wotlk-classic's Issues

Armor Pen Rating on gems are not applying correctly

Some odd behavior with ArP at least currently:

  • ARP is not shown on the character sheet, so I can't see a "% at 70" to know for sure, but back in the past at 70 it was recorded that 5.92 ArP rating = 1%. This means the 100% rating cap is 592

Testing method data:

fine light crossbow
29 damage
2.7 speed
53 dps ammo
range wep spec talent
2222 AP
201 ArP from gear, 220 ArP from gems

Auto shot formula:

shotDmg = (range_wep.ammodps * range_wep.speed + RAP * range_wep.speed / 14 + wepdmg + flatdmg) * dmgmod - tested and confirmed naked with 359 AP, expected hit per shot raw = 253, combat log result = 253 below:

6/22 21:57:59.739 RANGE_DAMAGE,Player-4618-002072D1,"Sixxfury-ClassicBetaPvE",0x511,0x0,Creature-0-4615-530-83-176443-000333BBD9,"Dummy",0x10a28,0x0,75,"Auto Shot",0x1,Creature-0-4615-530-83-176443-000333BBD9,0000000000000000,125999499,126000000,0,0,0,-1,0,0,0,-1876.27,5577.56,1955,4.8869,80,250,253,-1,1,0,0,0,nil,nil,nil

With that in mind, ghostcrawler during wrath's early days when blizz redid ArP, made a particular blue post to explain how the new ArP rating worked. Now whether this is 100% true at 70, or even in 3.3.5 is still unknown but I had some inconsistencies from my testing.

Test formulas and info:

testing arp_cap = (Armor + const) / 3; 
where const = 400 + 85 * level + 4.5 * 85 * (level - 59); in this case, level 70 (both attacker and target was 70)
this brings const to 10557.5
with a lvl 70 warrior npc, it has 6792 armor

this means that the ArP cap is calculated to be 5783, thus the maximum armor reduced at 100% is 5783. We take the min of it and 6792, which gives 5783 and multiply by the ArP reduction, subtracting this from the armor to get how much armor remains for the final calculation.

remainingArmor = Armor - Math.min(Armor, armor_cap) * armorPenReduc%

then you plug in that value into the following:
PlyrArmorReduc = playerRemainingArmor / (playerRemainingArmor + const);
where const = 10557.5 as before.

with the gear I have all epic +20 ArP gems, I ended up with 421 ArP or 71% of the cap. This would mean I could reduce the 5783 by 71% because it's the lower value than 6792

This resulted in expected damage reduction of 20.42% from the above formula. However, the observed reduction was much closer to 32.7~%

with knowledge that the ArP cap at 80 is supposed to be 1400, I tried that value and got within 2-3 dmg. Raising the cap value to 1475 gave exact results for rounding but not 100% sold on this being the value used.. just that's how I got the dmg to match. Something fishy is going on but either needs further testing at 80 or possibly ArP rating is currently bugged

Certain Damage Modifiers stacking additively - intended?

I'm doing damage formula testing and I noticed something peculiar with Improved Steady Shot (Marksman talent) and Sniper Training. Improved Steady Shot increased damage done on Chimera Shot, Aimed Shot or Arcane Shot. Sniper Training increased damage done on Steady Shot, Aimed Shot, Black Arrow, and Explosive Shot.

All of the old calculations from back then suggest along with every other modifiers, that the modifiers should be multiplicative stacking. All of TBC and all of Classic, plus all of wrath (with hunters at least), every damage modifier

For example:

Steady Shot

If you have the following stats with Fine Light Crossbow, your expected results hitting a 70 dummy that has 6792 armor are 438 - 439 hits, and 983 - 984 Crits.

RAP = 1969 (my gear at 70, Orc)
ArP = 201
Rank = 2, or 108 bonus added
Crit Damage = 24% (4/5 mortal shots)
Damage = 29-29 (fine light crossbow damage range)
Ammo = 53 dps
Speed = 2.7

Formula used:

(RAP * 0.1 + Ammo * 2.8 + Damage + RankDamage) * (modifiers) * (1 - damageReduction)

Modifiers used:
Steady Shot Glyph = 10% steady shot damage while serpent sting is active
Gronnstalker's 4pc = 10% steady shot damage
Sniper Training = 6% steady shot damage after standing still for 6 seconds
Black Arrow = 6% damage when attacking the target

Expected modifiers if multiplicative:

modifiers = (1.1 * 1.1 * 1.06) * 1.06

resulting damage if multiplicative = 441 - 442 hit, and 988 - 989 crit

Expected modifiers steady bonuses are additive:

modifiers = (1 + 0.1 + 0.1 + 0.06) * 1.06

resulting damage if additive = 433 - 434 hit, and 970 - 971 crit

Actual steady modifiers, a mix of multiplicative and additive:

modifiers = (1 + firstSteadyMod + SniperTraining) * secondSteadyMod * blackArrow

where "firstSteadyMod" and "secondSteadyMod" can be either Steady Shot Glyph or Gronnstalker's 4pc bonus.
or written as the numbers:

modifiers = ((1 + 0.1 + 0.06) * 1.1) * 1.06

resulting damage if applied like this instead = 438 - 439 hits, and 983 - 984 Crits.
This matches the actual results in-game.


Arcane Shot

If you have the following stats with Fine Light Crossbow, your expected results hitting a 70 dummy are 474 - 475 hits, and 1110- 1111 Crits.

RAP = 388 (naked Orc with 110 RAP from hunters mark)
ArP = 0
Rank = 9, or 273 bonus added
Crit Damage = 34% (4/5 mortal shots plus 5/5 marked for death)
Damage = 29-29 (fine light crossbow damage range)
Ammo = 53 dps
Speed = 2.7

Formula used:

(RAP * 0.15 + RankDamage) * (modifiers)

Modifiers used:
Improved Steady Shot = 15% damage on arcane shot
Improved Arcane Shot = 15% damage on arcane shot
Ranged Weapon Spec = 5% damage on all ranged attacks
Marked for Death = 5% damage on all damage done to marked targets

Expected modifiers if multiplicative:

modifiers = (1.15 * 1.15 * 1.05) * 1.05

resulting damage if multiplicative = 482 - 483 hit, and 1130 - 1131 crit

Expected modifiers bonuses are additive:

modifiers = (1 + 0.15 + 0.15 + 0.05) * 1.05

resulting damage if additive = 469 - 470 hit, and 1098 - 1099 crit

Actual arcane modifiers:

modifiers = (1 + ImpArcane + ImpSteadyShot) * RangeWepSpec * MarkedForDeath

or written as the numbers:

modifiers = (1 + 0.15 + 0.15) * 1.05 * 1.05

resulting damage if applied like this instead = 474 - 475 hits, and 1110 - 1111 Crits.
This matches the actual results in-game.


I've tried several different combinations of spells and modifiers to narrow this down like this. It seems only Sniper Training and Improved Steady Shot are stacking additively, and even weirder in a way that doesn't really make sense for Steady Shot specifically.

Caster pets

Are these still a thing?

They were completely removed in wrath, but in TBC and classic we still had slight DPS losses from pets tamed with mana bars.

What is Pet GCD?

Old EJ comments indicate pet GCD should be 1.25 seconds. I bookmarked some old warcraftmovies pages to check but I haven't looked too closely.

Test Steady Shot With Auto Attack/Auto Shot Toggle

Old EJ posts say that if you have the auto attack/auto shot toggle off, auto shot will not shoot while you are casting steady, test to see if the toggle makes any difference. This could potentially also affect weaving.

How does Longevity work with Glyph of Bestial Wrath

Old EJ comments say the cd reduction from the glyph happens first, then the % reduction. The expected cooldown with both reductions should be (Base CD - Glyph Reduction) * Longevity Reduction = (120-20)*.7=70 second cd.

Do Pet Abilities Follow A Priority System

For example do lower focus cost spells (generally family skills) cast before focus dump skills? Most family skills cost 20 focus while the focus dumps cost 25. With the smoother focus regen naturally 20 focus cost skills would be used first, but what about when there is enough focus to cast either, like what happens after you proc Go For The Throat?

Test Explosive Trap Mechanics

Does Explosive Trap Get 10% RAP on initial explosion and each tick as tooltip states?
Does hit reduce full trap resist chance?
*In TBCC hit doesn't reduce resist chance
Can the initial explosion be partially resisted or only fully resisted?
*In TBCC initial explosion can only be fully resisted
Can ticks be fully resisted and partially resisted?
*In TBCC ticks CAN be fully resisted, but it doesn't show in the combat log
Does spell haste reduce the GCD after using a trap?
What crit is used for explosive trap initial explosion and ticks?
*In TBCC spell crit increases initial explosion crit chance
Do critical ticks deal 50% extra damage or 100% extra damage?

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