patch 5.2 ?

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Re: patch 5.2 ?

Postby Fenrìr » Fri Feb 22, 2013 12:44 pm

So no (yet) Thunderforged tank trinket (actual one that is)




but I am happy to see two tank shields in game...not that I'll see them drop anyway (f u spirit kings)
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Re: patch 5.2 ?

Postby Newsom » Fri Feb 22, 2013 1:56 pm

There are actually 3 shields! One is a trash drop.

And Spark of Zandalar is pretty sweet (and Thunderforged).
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Re: patch 5.2 ?

Postby Worldie » Fri Feb 22, 2013 6:32 pm

I thought I understood all item in the raid can be "thunderforged".
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Re: patch 5.2 ?

Postby halabar » Fri Feb 22, 2013 6:41 pm

Worldie wrote:I thought I understood all item in the raid can be "thunderforged".


Not the tier gear.
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Re: patch 5.2 ?

Postby Worldie » Fri Feb 22, 2013 6:48 pm

Well ok except tier :p
theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.
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Re: patch 5.2 ?

Postby Fenrìr » Sat Feb 23, 2013 12:58 am

ah, so anything can be thunderforged, hrm.
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Re: patch 5.2 ?

Postby Newsom » Sat Feb 23, 2013 10:00 am

Regarding Rune of Re-Origination a few pages back:

Blizzard wrote:The proc frequency changes based on the ilvl of the trinket:

541 ilevel = 112.88% proc multiplier
535 ilevel = 106.74% proc multiplier
528 ilevel = 100.00% proc multiplier
522 ilevel = 94.56% proc multiplier
502 ilevel = 78.49% proc multiplier
463 ilevel = 54.57% proc multiplier
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Re: patch 5.2 ?

Postby Darielle » Sun Feb 24, 2013 12:32 pm

THey did also make it so you can't cancel the proc. It makes gaming it slightly harder, but then it also makes it slightly easier because you have time and an advance notice, so ~.
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Re: patch 5.2 ?

Postby Worldie » Sun Feb 24, 2013 12:45 pm

Out of curiosity, would that trinket be cool for druid/monk tanks?
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Re: patch 5.2 ?

Postby Darielle » Sun Feb 24, 2013 12:56 pm

Monk tanks, probably. You can have enough time on stuff like Shuffle and EB that you can use the few moments of additional Stagger without any dramatic loss. You'd have to set it to reforge to Mastery though - proccing to Haste would overkill you on Haste since you should be running a fair amount anyway, and Crit isn't reliable.

Druids? It's kinda eh. It's good for DPS - bad for Rage.
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Re: patch 5.2 ?

Postby oldboyz » Wed Feb 27, 2013 9:44 am

"the caches you get from bosses that used to contain gold, now contain items. This includes valuable grays (to randomize gold), non-boss-LFR loot, pets, mounts and more."


--> stockpile caches for the next week ??
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Re: patch 5.2 ?

Postby Teranoid » Wed Feb 27, 2013 10:01 am

They're more than likely going to be different item IDs so there's probably no point.
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Re: patch 5.2 ?

Postby Nooska » Wed Feb 27, 2013 10:40 am

GC already answered that, only new cahces will be affected, old ones will stay the same.
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Re: patch 5.2 ?

Postby Flex » Wed Feb 27, 2013 2:55 pm

How long til they modify the new shared mob mechanic to prevent griefing?
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Re: patch 5.2 ?

Postby halabar » Wed Feb 27, 2013 3:12 pm

Flex wrote:How long til they modify the new shared mob mechanic to prevent griefing?


GC gave some half-assed responses to that question, regarding people tapping a mob you are trying to kill, and then running away, or just going AFK, so it's harder for you to kill, and they get a share in the loot.

I sense they might be making changes to that.
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Re: patch 5.2 ?

Postby Flex » Wed Feb 27, 2013 3:15 pm

That was the stated reasoning why they haven't implemented it before.
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Re: patch 5.2 ?

Postby halabar » Wed Feb 27, 2013 3:20 pm

Flex wrote:That was the stated reasoning why they haven't implemented it before.


And GC's response seems to indicate that they're willing to try to risk the griefing, much as they are with the new Trex world boss.
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Re: patch 5.2 ?

Postby Flex » Wed Feb 27, 2013 3:28 pm

Judging how they had to implement changes to pet battles to prevent griefing in PvP matches I have little hope for this system to last longer than 2 weeks without big changes.
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Re: patch 5.2 ?

Postby melisandyr » Wed Feb 27, 2013 3:45 pm

Which is really sad. The shared looting and credit system in GW2 is one of the most refreshing features.

It's really a problem that the design team have made for themselves, with the acquisition of loot being at the pinnacle of WoW achievement for too many people.
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Re: patch 5.2 ?

Postby benebarba » Wed Feb 27, 2013 4:56 pm

melisandyr wrote:Which is really sad. The shared looting and credit system in GW2 is one of the most refreshing features.

It's really a problem that the design team have made for themselves, with the acquisition of loot being at the pinnacle of WoW achievement for too many people.


I think your last point is important, but not the only problem.

I am not sure I even understand where another person tagging resulted boosting the health of the mob even seemed like a reasonable idea. It shouldn't have left the whiteboard. Now, the Diablo idea of boosting it if you were in a group and the other members were in the vicinity? Sure, though I think loot would also need to be added since it's no longer the original 1-on-1 encounter.

To be honest, I don't think I'd give a crap if someone else hit a mob once, got credit and a chance at loot if the fight and loot didn't change for me. Hell, it'd make questing a whole lot less annoying early on when zones are packed. I would definitely care if there was a way for a new player to 'steal' credit from me (say if they did more damage to a particular mob before it died).

If it is only being thought about for rare spawns... this is where I think it's the loot that becomes an issue more than achievements, etc. Either they'd have to adjust the spawn rates or individual drop rates (assuming each person gets a separate roll/loot table) or simply accept that what would probably be a small percentage more people will get said loot.
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Re: patch 5.2 ?

Postby halabar » Wed Feb 27, 2013 5:07 pm

benebarba wrote:
melisandyr wrote:Which is really sad. The shared looting and credit system in GW2 is one of the most refreshing features.

It's really a problem that the design team have made for themselves, with the acquisition of loot being at the pinnacle of WoW achievement for too many people.


I think your last point is important, but not the only problem.

I am not sure I even understand where another person tagging resulted boosting the health of the mob even seemed like a reasonable idea. It shouldn't have left the whiteboard. Now, the Diablo idea of boosting it if you were in a group and the other members were in the vicinity? Sure, though I think loot would also need to be added since it's no longer the original 1-on-1 encounter.

To be honest, I don't think I'd give a crap if someone else hit a mob once, got credit and a chance at loot if the fight and loot didn't change for me. Hell, it'd make questing a whole lot less annoying early on when zones are packed. I would definitely care if there was a way for a new player to 'steal' credit from me (say if they did more damage to a particular mob before it died).

If it is only being thought about for rare spawns... this is where I think it's the loot that becomes an issue more than achievements, etc. Either they'd have to adjust the spawn rates or individual drop rates (assuming each person gets a separate roll/loot table) or simply accept that what would probably be a small percentage more people will get said loot.


It seemed like the rolls were individual (Sha system), but that wasn't totally clear.
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Re: patch 5.2 ?

Postby econ21 » Fri Mar 01, 2013 3:39 am

I've been reading up on the first boss of the new raid (Jin'rokh). It sounds like a non-trivial dps check - for 10N, some calculate you need about 120k dps each dps player including the 40% buff you periodically get from the water sometimes, so maybe 100k dps without it. My guild is quite away off that (ilevel is typically 485-490ish) but I am wondering what is the best fight in the current tier to assess dps? i.e. to check when we have the 100k dps or so?

I guess the easiest thing is just to periodically try the Jin'rokh fight itself. But is there a current fight we could look without too much distortion from damage buffs or downtime when people can't dps? I guess the first three in MSV might qualify? The dps seem pretty free to go all out on them.
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Re: patch 5.2 ?

Postby KysenMurrin » Fri Mar 01, 2013 3:59 am

Gara'jal and Stone Guard are not good for judging, as there's the buff on one and cleave on the other. Feng is probably the best bet. First two in HoF aren't bad for it, though ranged have to move a lot. Empress is pretty stand-still during p1 and p3, as is Sha of Fear on the main platform.

You're right 100k per person could be close for a 10N guild. How often is that damage buff up?
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Re: patch 5.2 ?

Postby KysenMurrin » Fri Mar 01, 2013 4:44 am

This is looking further than 5.2, but I dunno which other thread would be appropriate. Just read dev interview summaries on MMO-Champ. Stringing a few things together:

- They're sticking to the story-tier-story-tier patch cycle.
- They'll continue to release the patches every 2-3 months
- Orgrimmar will be patch 5.4 (another 3-tier expansion, then. Guess WotLK will prove to be the sole exception).
- They're organising their team to avoid the last tier being a long wait for the next expansion.

This suggests we'll have the final tier around September, and a new expansion possibly in the first half of 2014. (Could this be the first time they actually succeed in a 1.5 year expansion cycle instead of taking 2 years? I will remain skeptical unless they launch the public beta straight after Blizzcon (at the latest).)
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Re: patch 5.2 ?

Postby econ21 » Fri Mar 01, 2013 4:59 am

KysenMurrin wrote:You're right 100k per person could be close for a 10N guild. How often is that damage buff up?


The back of the envelope calculation I read assumed 66% uptime.

Looking at Icy Veins, the 120k dps figure assumes 5 dps. It's 100k dps with 6 dps. So if we have a 40% buff for 66% of the time, I make it that you would need 80k dps. That's more attainable.
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