@Stenhaldi

Face-rippin fun.

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Collie
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Re: @Stenhaldi

Post by Collie » Fri Dec 14, 2012 7:14 pm

This seems to have been hotfixed, on the US servers at least. Can anyone check this?

They didn't even include it in the patch notes for today if so!
// Collie, US-Drenden

Instaqueues
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Re: @Stenhaldi

Post by Instaqueues » Fri Dec 14, 2012 9:08 pm

I ran LFR on will of the emporer and was able to use the ursol's to have Rip last until about 30% boss health remaining

edit: just tested on a dummy and still seems to be bugged.

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Tinderhoof
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Re: @Stenhaldi

Post by Tinderhoof » Fri Dec 14, 2012 9:14 pm

I have noticed that if I have used Shred to extend Rip at all prior to using UV, it does not extened past 3. It is kind of a pain to execute this sometimes so it can go wrong.

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Re: @Stenhaldi

Post by aggixx » Sat Dec 15, 2012 2:14 am

Tinderhoof wrote:I have noticed that if I have used Shred to extend Rip at all prior to using UV, it does not extened past 3. It is kind of a pain to execute this sometimes so it can go wrong.
I've always done 5 cp -> Rip -> Shred -> Shred -> UV -> Shred -> Shred and haven't had any issues with it.
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Ryoohki
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Re: @Stenhaldi

Post by Ryoohki » Thu Dec 20, 2012 7:14 pm

With testing on fights and dummy, it only works with three scenarios

1) if you use ursols before applying rip
2) if you use ursols before first rip extend - so a normal rip with no shreds/mangles used after application
3) if you use ursols after the !"SECOND"! rip extend - rip -> shred -> shred -> ursols

Helistar
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Re: @Stenhaldi

Post by Helistar » Fri Dec 21, 2012 9:20 am

I've tried it "live" on bosses and I've also found some inconsistent behaviour (which is normal, since this is a bug :) ). The most consistent scenario seems to be: apply rip -> vortex -> shred-spam. If I don't apply it immediately at times it does not work. It also seems to work on every other Rip application: if I mess up and let rip drop, I'm not able to infinitely extend the second one, and I must wait for a third before it works.
There are also very weird things happening with Predator's swiftness, I've seen it be chain-refreshed at each shred spam. On some bosses it's completely useless, but on some you can extend a potted-trinketed Rip for quite some time.
I'm surprised that it's not been hotfixed already, it's clearly a bug and it's easy to reproduce, so they should have it pinned down fast......

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Re: @Stenhaldi

Post by Dysheki » Sun Dec 23, 2012 1:28 am

I have not seen any inconsistent behavior at all. I pop UV, use the PS proc that I get from it, put rip up - and it becomes everlasting every time.

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aggixx
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Re: @Stenhaldi

Post by aggixx » Tue Dec 25, 2012 12:50 am

Helistar wrote:There are also very weird things happening with Predator's swiftness, I've seen it be chain-refreshed at each shred spam.
Yeah I've seen this happen on occasion, no idea what causes it though.
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Alpheus
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Re: @Stenhaldi

Post by Alpheus » Tue Dec 25, 2012 2:43 pm

aggixx wrote:
Helistar wrote:There are also very weird things happening with Predator's swiftness, I've seen it be chain-refreshed at each shred spam.
Yeah I've seen this happen on occasion, no idea what causes it though.
There's been a bug last year with OOC misbehaving when PS is up. Maybe the opposite is going on now? Might be difficult to test considering you need an OOC proc while you've got PS active.
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Re: @Stenhaldi

Post by aggixx » Tue Dec 25, 2012 6:02 pm

I assume it's directly related to the Ursol's Vortex bugs so I doubt it's that. I would hope I would've noticed it under normal circumstances.
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CuTtLeD
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Re: @Stenhaldi

Post by CuTtLeD » Thu Jan 03, 2013 12:41 pm

Well doesn't seem to last past 5.2(never thought it would really), can't replicate this on the PTR.
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aggixx
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Re: @Stenhaldi

Post by aggixx » Thu Jan 03, 2013 6:44 pm

Apparently it's not important enough for them to hotfix it (lol!).
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Re: @Stenhaldi

Post by Ampzilla » Thu Jan 03, 2013 7:53 pm

aggixx wrote:Apparently it's not important enough for them to hotfix it (lol!).
Or too complicated of a bug!

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Re: @Stenhaldi

Post by Burntanimal » Thu Jan 03, 2013 8:26 pm

I just tried all 3 methods on the dummy and it's no longer working for me (on live).

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aggixx
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Re: @Stenhaldi

Post by aggixx » Thu Jan 03, 2013 8:28 pm

Confirming that it's fixed on live.
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Stenhaldi
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Re: @Stenhaldi

Post by Stenhaldi » Thu Jan 03, 2013 8:29 pm

Ursol's Vortex triggering PS is also fixed.

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raffy
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Re: @Stenhaldi

Post by raffy » Fri Jan 04, 2013 7:34 am

The Feral PvP 2-piece was changed on the PTR.
http://us.battle.net/wow/en/forum/topic/7415466817

Using Stenhaldi's gear, +8-extra seconds on SR is about +5-6% DPS according to my sim.

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Re: @Stenhaldi

Post by Etapicx » Fri Jan 04, 2013 10:37 am

Lucky me i have some PvP iteam xD i asume it would be an good idea to stack up conquest points and buy new gear in the new season or dose the CP go to honor when new gear is out?
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aggixx
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Re: @Stenhaldi

Post by aggixx » Fri Jan 04, 2013 7:17 pm

raffy wrote:The Feral PvP 2-piece was changed on the PTR.
http://us.battle.net/wow/en/forum/topic/7415466817

Using Stenhaldi's gear, +8-extra seconds on SR is about +5-6% DPS according to my sim.
That's.... retarded. 4p PvP will beat the shit out of the PvE bonuses now if they don't change it.
Etapicx wrote:Lucky me i have some PvP iteam xD i asume it would be an good idea to stack up conquest points and buy new gear in the new season or dose the CP go to honor when new gear is out?
In 5.2 you'll be able to grind HP and get gear that is better than the current 5.1 CP gear, so it's no rush to jump on the OP train til then.
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Re: @Stenhaldi

Post by Leafkiller » Fri Jan 04, 2013 8:03 pm

raffy wrote:The Feral PvP 2-piece was changed on the PTR.
http://us.battle.net/wow/en/forum/topic/7415466817

Using Stenhaldi's gear, +8-extra seconds on SR is about +5-6% DPS according to my sim.
5-6%? That sounds very high.

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raffy
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Re: @Stenhaldi

Post by raffy » Fri Jan 04, 2013 8:21 pm

Leafkiller wrote:5-6%? That sounds very high.
I can post some logs and more data when I get home. I could of introduced some bug (as I'm current coding my Brawl script thing) but nothing caught my eye when I glanced through it.

But the benefit of having two simulators under active development is that this can be tested in simc too!

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Re: @Stenhaldi

Post by Sorcerer » Fri Jan 04, 2013 11:01 pm

I miss the times when I was actually doing small adjustments on paper. The 5-6% seems way too high on paper, be my guess that with set bonus most desired SR would be at 0CP, maybe 0-1 to account for extra finishers and best possible ratios in correlation to damage abilities and finishers instead.

~~ at 1CP vs 5CP doing a more or less 50sec breakdowns between 2x SR (1cp) vs 1x SR (5cp) we are capable of gaining actually a lot finishers, combined with DoC probably more flawless (more dps) rotation and better rip uptime. I am too tired (4am), pulling a number from my mind now, this looks like _at least_ a free FB every 25-35sec (aside from better rip uptime), knowing this and avg FB damage to total, go figure:P gn8 now.

0CP - 20sec (12s) 20/25e
1CP - 26sec (18s) 26/25e
2CP - 32sec (24s) 32/25e
3CP - 38sec (30s) 38/25e
4CP - 44sec (36s) 44/25e
5CP - 50sec (42s) 50/25e

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raffy
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Re: @Stenhaldi

Post by raffy » Sat Jan 05, 2013 12:38 am

Whoops, I made a mistake. Too much of my code base is in flux currently to get bug-free results.

After recomputing, I'm seeing about ~0.75% dmg increase with this bonus.

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aggixx
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Re: @Stenhaldi

Post by aggixx » Sat Jan 05, 2013 1:07 am

raffy wrote:Whoops, I made a mistake. Too much of my code base is in flux currently to get bug-free results.

After recomputing, I'm seeing about ~0.75% dmg increase with this bonus.
Oh, well that's quite garbage >.<

Still doesn't help the problem that it already was competitive with an almost completely useless 2 piece.
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Re: @Stenhaldi

Post by Fattycopjr » Sat Jan 05, 2013 6:36 pm

Stenhaldi, any reason you use 4-piece PVP to raid?

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