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A Call to Arms - MoP Mechanics Testing

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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Oct 04, 2012 6:43 am

Pyrea wrote:They removed it from resource generation, but healing threat is still in the game.


But is this healing threat affected by Vengeance?
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Re: A Call to Arms - MoP Mechanics Testing

Postby Sagara » Thu Oct 04, 2012 6:47 am

Well, technically, no threat is affected by Vengeance.
Can't check right now, but the SoI heal is affected by Vengeance, as is GoBH, right?
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Oct 04, 2012 6:48 am

I just find it weird that had easier time having mobs stick to me with SoI on than with SoR or SoT -- which is why I'm wondering if there's a hidden mechanic that is aiding/triggering this effect
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Re: A Call to Arms - MoP Mechanics Testing

Postby Fetzie » Thu Oct 04, 2012 6:53 am

IF your SoI heals you for 20k without overhealing (entirely possible with vengeance AP, spell power scales with vengeance AP), the non-RF threat is 10k and the RF threat is 50k.

SoI scales with Spell Power, which is = AP/2
GotBH scales with AP because the healing is dependent on the damage of the strike.

The healing threat that results is then multiplied by the RF factor.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Klaudandus » Thu Oct 04, 2012 6:55 am

Why the hell was I thinking Vengeance and not Righteous Fury? Then again, I dont think I have turned that off in months...
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Re: A Call to Arms - MoP Mechanics Testing

Postby Sagara » Thu Oct 04, 2012 6:58 am

It does make sense. If just re-dug theck's number from the MATLAB thread, and SoR is only 1650 (?) DPS above SoI per target. Meanwhile, SoI produces 17k healing -> 8,5k extra threat. If memory serves, this threat is divided evenly per target.

If Pyrea is correct, RD multiplies this threat by 5.

So SoI should out-threat SoR anywhere between 1 -> 25 targets. That can't be right. Little help?
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Re: A Call to Arms - MoP Mechanics Testing

Postby Fetzie » Thu Oct 04, 2012 7:04 am

Anybody got that threat level output macro handy?
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Re: A Call to Arms - MoP Mechanics Testing

Postby jere » Thu Oct 04, 2012 7:22 am

In one of my Paladin Threat threads at tankspot I posted it. It might be in one of the older cata or Wrath ones in the Archives section. If you can't find it, I'll post it up from home tonight when I am able to hop on.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Sagara » Thu Oct 04, 2012 7:25 am

Just had a funny thought: SoI out-threats SoT.

And I found my mistake: I forgot to apply RF on SoR. So SoI would out-threat SoR for 1 -> 4 targets.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Fetzie » Thu Oct 04, 2012 7:37 am

jere wrote:In one of my Paladin Threat threads at tankspot I posted it. It might be in one of the older cata or Wrath ones in the Archives section. If you can't find it, I'll post it up from home tonight when I am able to hop on.


Can't seem to be able to find it :/
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Re: A Call to Arms - MoP Mechanics Testing

Postby jere » Thu Oct 04, 2012 11:13 am

Pyrea wrote:
jere wrote:In one of my Paladin Threat threads at tankspot I posted it. It might be in one of the older cata or Wrath ones in the Archives section. If you can't find it, I'll post it up from home tonight when I am able to hop on.


Can't seem to be able to find it :/



Try this:
Code: Select all
/run local o,m=COMBATLOG.AddMessage function COMBATLOG.AddMessage(s,...) local t=select(5,UnitDetailedThreatSituation("player","target")) m=(select(1,...))..(t and " ("..t.." Threat)" or "") o(s,m,select(2,...)) end


You just press it once per log in, and then any combat entries in the combat window will show up as long as you have the enemy targeted. I try to space things out because the threat API isn't as fast as the combat window entries and it takes a second or two for the threat API to catch up.
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Re: A Call to Arms - MoP Mechanics Testing

Postby theckhd » Thu Oct 04, 2012 8:11 pm

Sagara wrote:Just had a funny thought: SoI out-threats SoT.

And I found my mistake: I forgot to apply RF on SoR. So SoI would out-threat SoR for 1 -> 4 targets.

I was going to say... it looks like 5 targets to me, not 25. :)

As Pyrea noted, the turn trick still works, that's how I used it to test HotR yesterday.
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Re: A Call to Arms - MoP Mechanics Testing

Postby Sagara » Thu Oct 04, 2012 10:46 pm

AHAH! Caught myself before theck did!

Even then, I thing I'd only use SoR in situations where all adds are clumped from the start (trash packs), or pop in a predictable place where I know I can reliably be in time (no example out the top of my head).

SoI has no range limit, so anything aggro'ing on a member of your group will start getting threat from SoI. Even when one pops North and the other pops South.

As annoying and twisted as it is, there's quite a few interesting consequences from this change.
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Re: A Call to Arms - MoP Mechanics Testing

Postby KysenMurrin » Fri Oct 05, 2012 12:40 am

And chances are they'll be nerfed hard like Judgement of Light was.
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Re: A Call to Arms - MoP Mechanics Testing

Postby jere » Fri Oct 05, 2012 6:39 am

The only downside to healing threat is that it is split amongst the number of targets you have. So if you heal for 2000, generating 5000 threat, it won't be 5000 threat for each mob, but it is split amongst them. I'm not 100% sure it is evenly split either. I got some weird results when testing it, but I never got a chance to chase those down and see if they were legit or if I did something in my test to affect them.

And CRZ makes it much more difficult to test this stuff now. Before I could go to a secluded location and test out things like this. Now I get a lot more of the random people trying to help you kill the adds you are testing on, or the people who are just doing it to be jerks or who want to skin your kill.
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