Machmollox Posted October 11, 2016 Posted October 11, 2016 Name of the problem: Auto attack speed. How it works atm: The auto attack time ( 1 attack per 1.0 - 4.0 sec) is getting ignored everytime you use any spell, then it reapply the damage that has just been done. How it should be: FORMULAS: EXAMPLE FORMULA BECAUSE ITS FOR ALL MELEES/ AUTO ATTACK CLASSES. ( MELEES) Melee weapon speed = 1.8 Slice and Dice = 40% Blade Flurry = 20% JuJu Flurry = 3% Attack_speed = 1.8 / ( (40 / 100) + 1 ) = 1.2857 Attack_speed = 1.2857 / ( (20 / 100) + 1 ) = 1.0714 Attack_speed = 1.0714 / ( (3 / 100) + 1 ) = 1.0402 Alternatively, multiply the haste sources at the start: 1.4 * 1.2 * 1.03 = 1.7304 = 73.04% 1.8 / 1.7304 = 1.0402 So with all 3 speed buffs going the melee attack speed is now 1.0402 1.8 / 1.0402 = 1.73 = 73% increased attack speed Or, in attacks per minute: 57.6812 / 33.3417 = 1.73 = 73% more attacks per minute Following the weapon attack speed. For an example: http://www.db.pandawow.me?item=102599/prideful-gladiators-greatsword#screenshots http://image.prntscr.com/image/178770b08d2b4ce5aa38e547dfb3cfbd.png 3.60 attack speed. just put into the formula and u gonna get the number of the attacks per minute. The actual formular for melees are WRONG. ITS GIVING MORE ATTACKS PER SECOND and GETTING IGNORED WHEN AN MELEE SPELL IS USED Priority 11/10 1
chik Posted October 12, 2016 Posted October 12, 2016 +111111 even if it wont get fixed until 2020 you did a great job
Garodar Posted October 12, 2016 Posted October 12, 2016 Sweet, nice job. Altough they'll probably never fix it. :p
Repitchx Posted October 12, 2016 Posted October 12, 2016 How it works atm: The auto attack time ( 1 attack per 1.0 - 4.0 sec) is getting ignored everytime you use any spell, then it reapply the damage that has just been done. i tested with slam, colossus smash & mortal strike, doesnt reset. what did you test it with?
Deielrion Posted October 12, 2016 Posted October 12, 2016 i tested with slam, colossus smash & mortal strike, doesnt reset. what did you test it with? that's the case with fists of fury which is why you can get global'd from 100% to 0 in 1 fist cause expel harm hitting up to 100k + chi wave ticking 36k+ non-crit + auto attacks hitting hard + fists itself hitting up to like 100k+ (depending who you're against and if you're lucky lol)
Machmollox Posted October 12, 2016 Author Posted October 12, 2016 that's the case with fists of fury which is why you can get global'd from 100% to 0 in 1 fist cause expel harm hitting up to 100k + chi wave ticking 36k+ non-crit + auto attacks hitting hard + fists itself hitting up to like 100k+ (depending who you're against and if you're lucky lol) Exactly. Also its stronger with DK's and monks (the chance to happen) But it happens with all melees, as he had said, its just lucky as war
Señorpujo Posted October 25, 2016 Posted October 25, 2016 mhm, didn't noticed this in my dk never, could u make a video?
Autschbatsch Posted October 27, 2016 Posted October 27, 2016 This is a rumor that has been going around for a long time now yea. Would be interessting to see someone figuring it out and proofing it.
chik Posted October 31, 2016 Posted October 31, 2016 u can't prove it unless there is someone with a good reaction time to record this since this is about miliseconds
WorstWarriorNA Posted November 1, 2016 Posted November 1, 2016 Exactly. Also its stronger with DK's and monks (the chance to happen) But it happens with all melees, as he had said, its just lucky as war It's stronger with dks cause they have a passive that increases their strength by 30% so their auto attacks are stronger, hence why everyone thinks dk warrior ww and rogue's damage are broken. Gj!
Repitchx Posted November 1, 2016 Posted November 1, 2016 Tested, recorded, myth=busted. so its not bugged? gg
WorstWarriorNA Posted November 1, 2016 Posted November 1, 2016 so its not bugged? gg Hard to say... It might occurs sometimes like the bug with instant cc or death grip...
Milorad Posted November 2, 2016 Posted November 2, 2016 Hard to say... It might occurs sometimes like the bug with instant cc or death grip... Due to the nature of this so called bug, this only happens with high ping players, in some really random moments. You can't really fix something like this. It has no connection to the attack speed formula and scripting, it has to do with the server host + the player connecting to the server host. Let's say you played on some server, where you had 300ms, this bug would occur some times. All in all, this isn't anything to be tossing tables over for.
Señorpujo Posted November 2, 2016 Posted November 2, 2016 (edited) Name of the problem: Auto attack speed. How it works atm: The auto attack time ( 1 attack per 1.0 - 4.0 sec) is getting ignored everytime you use any spell, then it reapply the damage that has just been done. Tested it and this is not happening, at least i played 3 years dk in this server and never noticed what u saying here video made now https://www.youtube.com/watch?v=xj87omSZJ4I Edited November 9, 2016 by Señorpujo
WorstWarriorNA Posted November 6, 2016 Posted November 6, 2016 Due to the nature of this so called bug, this only happens with high ping players, in some really random moments. You can't really fix something like this. It has no connection to the attack speed formula and scripting, it has to do with the server host + the player connecting to the server host. Let's say you played on some server, where you had 300ms, this bug would occur some times. All in all, this isn't anything to be tossing tables over for. It's hard to pinpoint the exact issue with melee damage, but it is clear that melees are doing higher damage than they did on retail at 5.4.8. Could be a resil or armor bug or just a main stat overscaling with attacks.
Milorad Posted November 9, 2016 Posted November 9, 2016 It's hard to pinpoint the exact issue with melee damage, but it is clear that melees are doing higher damage than they did on retail at 5.4.8. Could be a resil or armor bug or just a main stat overscaling with attacks. It's likely resi, it was never actually fixed, it was just made 70% or 80% idk the exact %, but still. Some classes should have a higher resi value than other classes.
Garodar Posted November 9, 2016 Posted November 9, 2016 It's likely resi, it was never actually fixed, it was just made 70% or 80% idk the exact %, but still. Some classes should have a higher resi value than other classes. How did you figure that out?
Milorad Posted November 9, 2016 Posted November 9, 2016 How did you figure that out? It's basic sense and logic put into the wow core, some classes should have higher resi values than others, that's about it.
Señorpujo Posted November 9, 2016 Posted November 9, 2016 It's basic sense and logic put into the wow core, some classes should have higher resi values than others, that's about it. where says that?
Nemifest Posted November 9, 2016 Posted November 9, 2016 where says that? Did you read what Milorad said? It's basic sense and logic The resi is different each class due to it's balance. If all classes had 50% resil, few classes inbetween would still have more dmg reduction by its class passive or something.
Señorpujo Posted November 9, 2016 Posted November 9, 2016 Did you read what Milorad said? The resi is different each class due to it's balance. If all classes had 50% resil, few classes inbetween would still have more dmg reduction by its class passive or something. so warrriors are so tanky cuz they have 80% resil+ 25% defensive or what
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