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Explosive Shot


Furmetal

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Realm tested - Fun

 

Spell - Explosive Shot

Date tested - 01/11/2015

 

Description - The damage done is not divided evenly based in the damage left from the previous Explosive Shot and the newly applied one, resulting in ridiculous damage(because they're added as if the previous one hadn't dealt any damage).

 

How it should work - The damage should be splitted evenly between the ticks, basing in the damage left from the previous explosive(s) shot(s) and the new one, remaining with same ticks amount. The quote below is worth of being seen(has a better explanation).

In MoP, Explosive Shot ticks are going to work more like how Piercing Shots works: if you apply another Explosive Shot while an existing Explosive Shot DoT is on the target, the game will add an extra tick like it does now, but then it will add the total DoT damage of the new shot to whatever remains of the old shot, and then divide that entire number by 3 (the number of ticks with the one extra added) and that will be the new damage per tick.

 

Priority - 7.5/10, hits for a LOT such as 70k+ per tick.

 

Blizzard discussion

 

Video

 

 

 

 

Edited by Furmetal
  • Like 8
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tbh This should have 10/10 priority. Every hunter who is above 2.4 right now is it only cause of this bug.

and EDIT :

It hits for 100k not 70k ^^ (if you stack it enough)

 

Yes, I agree with noneed here 10/10. Some hunters can get ur warrior in def stance from 100% to 10% with one trap making u force a trinket or making ur warr use a def cd, which is pretty stupid. This needs a fix as it's being abused without some hunters knowing it lol.

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In MoP, Explosive Shot ticks are going to work more like how Piercing Shots works: if you apply another Explosive Shot while an existing Explosive Shot DoT is on the target, the game will add an extra tick like it does now, but then it will add the total DoT damage of the new shot to whatever remains of the old shot, and then divide that entire number by 3 (the number of ticks with the one extra added) and that will be the new damage per tick.

 

Thus no damage is ever lost: (Total damage of new DoT + Total damage left undone from old dot) / (# of ticks + 1) = damage per tick

 

Let’s take a look at an example to illustrate. Let’s say for the sake of easy numbers that our Explosive Shot hits for 100 damage, and then ticks every second for the next two seconds for another 100 damage per tick. Thus our numbers look like this:

 

0:00: shot lands for 100 damage

0:01: tick for 100 damage

0:02: tick for 100 damage

 

Thus we fire Explosive Shot and we do 300 damage total. Now let’s say Lock & Load procs, and gives us the ability to fire three Explosive Shots in a row. This is what would happen:

 

0:00: shot lands for 100 damage

0:01: tick for 100 damage and 2nd shot lands for 100 damage.

– RECALCULATION: There is one tick left for 100 damage from the first shot, and two ticks for 100 damage each for the second shot. Add it all together for 300 damage; add one tick for 3 ticks. Divide 300 dmg by 3 ticks and we now have 3 ticks to go for 100 damage each.

0:02: tick for 100 damage and 3rd shot lands for 100 damage

– RECALCULATION: There are two ticks left for 100 damage each from the last recalc, and two ticks for 100 damage each from the third shot. Add it all together for 400 damage, add back to 3 ticks. Divide 400 dmg by 3 ticks and we’ll now have 3 ticks for 133.33 damage each.

0:03: tick for 133.33 damage

0:04: tick for 133.33 damage

0:05: tick for 133.34 damage

 

Thus we did a total of 900 damage with three Explosive Shots. 300 damage for one, 900 for three — this way even spamming the shot we will never, ever clip a tick. Note that you’ll also never have more than 1 extra tick on your DoT.

 

http://www.warcrafthuntersunion.com/2012/06/explosive-shot-in-mop-cannot-be-clipped/

Link to comment
In MoP, Explosive Shot ticks are going to work more like how Piercing Shots works: if you apply another Explosive Shot while an existing Explosive Shot DoT is on the target, the game will add an extra tick like it does now, but then it will add the total DoT damage of the new shot to whatever remains of the old shot, and then divide that entire number by 3 (the number of ticks with the one extra added) and that will be the new damage per tick.

 

Thus no damage is ever lost: (Total damage of new DoT + Total damage left undone from old dot) / (# of ticks + 1) = damage per tick

 

Let’s take a look at an example to illustrate. Let’s say for the sake of easy numbers that our Explosive Shot hits for 100 damage, and then ticks every second for the next two seconds for another 100 damage per tick. Thus our numbers look like this:

 

0:00: shot lands for 100 damage

0:01: tick for 100 damage

0:02: tick for 100 damage

 

Thus we fire Explosive Shot and we do 300 damage total. Now let’s say Lock & Load procs, and gives us the ability to fire three Explosive Shots in a row. This is what would happen:

 

0:00: shot lands for 100 damage

0:01: tick for 100 damage and 2nd shot lands for 100 damage.

– RECALCULATION: There is one tick left for 100 damage from the first shot, and two ticks for 100 damage each for the second shot. Add it all together for 300 damage; add one tick for 3 ticks. Divide 300 dmg by 3 ticks and we now have 3 ticks to go for 100 damage each.

0:02: tick for 100 damage and 3rd shot lands for 100 damage

– RECALCULATION: There are two ticks left for 100 damage each from the last recalc, and two ticks for 100 damage each from the third shot. Add it all together for 400 damage, add back to 3 ticks. Divide 400 dmg by 3 ticks and we’ll now have 3 ticks for 133.33 damage each.

0:03: tick for 133.33 damage

0:04: tick for 133.33 damage

0:05: tick for 133.34 damage

 

Thus we did a total of 900 damage with three Explosive Shots. 300 damage for one, 900 for three — this way even spamming the shot we will never, ever clip a tick. Note that you’ll also never have more than 1 extra tick on your DoT.

 

http://www.warcrafthuntersunion.com/2012/06/explosive-shot-in-mop-cannot-be-clipped/

 

 

 

This is copy pasted from 2012 06

 

http://www.db.pandawow.me?spell=53301/explosive-shot#changelog

http://wowwiki.wikia.com/wiki/Explosive_Shot

http://wow.gamepedia.com/Explosive_Shot

http://wowwiki.wikia.com/wiki/Lock_and_Load Has 2 procs, not 3

Link to comment
In MoP, Explosive Shot ticks are going to work more like how Piercing Shots works: if you apply another Explosive Shot while an existing Explosive Shot DoT is on the target, the game will add an extra tick like it does now, but then it will add the total DoT damage of the new shot to whatever remains of the old shot, and then divide that entire number by 3 (the number of ticks with the one extra added) and that will be the new damage per tick.

 

Thank you for your post, your explanation was way better than mine. Adding to main post.

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  • 2 weeks later...

dude i have warlock / mage / warrior on pandawow and they do dmg much more then hunter ;)

so easy to get 2.7k as warrior ... even if u're playing only 1 year. because this damage so OP

don't even want to talk about warlock... even if u have 1 hand just dont everyone and u will have 3k.

mage not so easy to play but if u're know how to abuse damage so u will kill everyone in deepfreeze.

and yeah i am playing from pre alpha in wow so i checked every class in many season without monk.

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dude i have warlock / mage / warrior on pandawow and they do dmg much more then hunter ;)

so easy to get 2.7k as warrior ... even if u're playing only 1 year. because this damage so OP

don't even want to talk about warlock... even if u have 1 hand just dont everyone and u will have 3k.

mage not so easy to play but if u're know how to abuse damage so u will kill everyone in deepfreeze.

and yeah i am playing from pre alpha in wow so i checked every class in many season without monk.

 

you are .... funny

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