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Siege of Orgrimmar - The Fallen Protectors - Rook Stonetoe - Shared Torment


Scorp

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1. http://www.db.pandawow.me?npc=71475/rook-stonetoe.

Desperate Measures:

Upon reaching 66% or 33% health remaining, Rook Stonetoe manifests evil forms of his closest friends, making Embodied Misery, Embodied Sorrow, and Embodied Gloom.

Once all three spirits are defeated, Rook Stonetoe resumes fighting players.

 

http://www.db.pandawow.me?npc=71481/embodied-sorrow - http://www.db.pandawow.me?spell=143962/inferno-strike - Embodied Sorrow casts a massive Fire damage spell at a random target. Inferno Strike divides xx.xx Fire damage among all targets within 8 yards.

http://www.db.pandawow.me?npc=71477/embodied-gloom - http://www.db.pandawow.me?spell=143958/corruption-shock - Embodied Gloom hurls a bolt of corrupted lightning at several locations, inflicting xx.xx Nature damage to all enemies within 4 yards.

http://www.db.pandawow.me?npc=71476/embodied-misery - http://www.db.pandawow.me?spell=143959/defiled-ground - Embodied Misery smashes the ground with fervor, inflicting xx.xx Physical damage to her current target, knocking them back. This force burns into the ground, inflicting xx.xx Shadow damage every second.

http://www.db.pandawow.me?spell=145655 - On Heroic Difficulty http://www.db.pandawow.me?npc=71481/embodied-sorrow, http://www.db.pandawow.me?npc=71477/embodied-gloom & http://www.db.pandawow.me?npc=71476/embodied-misery share health.

 

2. Problems:

2.1) All 3 NPCs share health (http://www.db.pandawow.me?spell=145655), but it doesn't work correctly noticed that in raids we have to do more damage to them than their Maximum HP.

http://bildites.lv/images/asdx74j3/130046/thumbnail.png

Different boss, but same problem - bosses share health and have 654M HP, but you can see how much damage raid has done to them.

2.2) Once one of 3 NPCs who has http://www.db.pandawow.me?spell=145655 aura dies, others stay on low HP.

[spoiler=Screenshots:]

http://bildites.lv/images/t47w7suh/107235/thumbnail.jpg

http://bildites.lv/images/h9r9w5s9/107235/thumbnail.jpg

 

 

 

3. How it should work:

3.1) All 3 NPCs share health (http://www.db.pandawow.me?spell=145655) - final damage done to them should be equal to their Maximum HP, since it's a health-share mechanic.

3.2) Once one of 3 NPCs who has http://www.db.pandawow.me?spell=145655 aura dies, others should die immediately.

 

Watch: 3:30

 

4. x100.

5. 08/08/2018.

Edited by Scorpionz
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  • 4 months later...
2.1) Wavebinder Kardris & Earthbreaker Haromm share health (Spirit Link & Spirit Link)' date=' but once 1 dies other one stays on low HP until killed by players.[/quote']

Bosses have 654M hp but take a look at this.

 

http://bildites.lv/images/asdx74j3/130046/thumbnail.png

Doing 812M + damage to them??? :D

 

All logs do 655M or 654M https://www.warcraftlogs.com/reports/wC2Aja3vdrH1PRkh#fight=19&view=replay

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The problem must be in the "health-sharing" part. It's not necessarily they should share health, they might be sharing damage taken. This would pretty much solve the issue.

Like if one of them takes a hit for 1m then the other one gets the hit as well, so this way they'll burn down much quicker.

 

At least on the retail it works this way.

Edited by 芥川龍之介
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The problem must be in the "health-sharing" part. It's not necessarily they should share health, they might be sharing damage taken. This would pretty much solve the issue.

Like if one of them takes a hit for 1m then the other one gets the hit as well, so this way they'll burn down much quicker.

Timer updates every second and then modifies there HP. Issue revolves around the timer i'm sure.

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If it was to be the truth then the discrepancy would be much more than those numbers' date=' don't you think?[/quote']

I mean the timer on Pwow updates every second it seems. Which can cause improper numbers to be displayed / HP jolts up and down, seen it in-game. There is some problem with the timer which updates too check bosses linked HP. Same issue with protectors > Rooks DM.

Like if one of them takes a hit for 1m then the other one gets the hit as well' date=' so this way they'll burn down much quicker.[/quote']

This is how it is working anyway. Essentially the bosses end up taking 2M damage. Because damage is shared. But this works anyway. Just the timer is a bit weird which updates.

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The problem must be in the "health-sharing" part. It's not necessarily they should share health, they might be sharing damage taken. This would pretty much solve the issue.

Like if one of them takes a hit for 1m then the other one gets the hit as well, so this way they'll burn down much quicker.

 

At least on the retail it works this way.

 

The tooltip mentions health tho

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The tooltip mentions health tho

The tooltip doesn't always show you the exact info tho

 

- - - Добавлено - - -

 

I mean the timer on Pwow updates every second it seems

Yeah i got the point, yet why'd you explain to me how it works if i mentioned how to solve it? Just barely makes sense.

Edited by 芥川龍之介
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Yeah i got the point' date=' yet why'd you explain to me how it works if i mentioned how to solve it? Just barely makes sense.[/quote']

Because your "solution" isn't a solution and you clearly have no clue how it works. The problem lays within the timer that checks bosses HP'S. You tried telling me that the solution is "health sharing" & "sharing damage taken" if you even played pve you would realize / know that this already works. lol get outta here and go play your pvp.

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this already works.

It works wrong.

If the bosses would share damage taken that would remove the damage that is done between the checks which otherwise would be divided by two. Which is nonsense. For that matter you would need a timer that checks the difference every 5ms or so.

Compare the "checking" version and mine, and you'll see that the "damage taken-sharing" way makes the calculation way less complicated.

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It works wrong.

If the bosses would share damage taken that would remove the damage that is done between the checks which otherwise would be divided by two. Which is nonsense. For that matter you would need a timer that checks the difference every 5ms or so.

Compare the "checking" version and mine, and you'll see that the "damage taken-sharing" way makes the calculation way less complicated.

I'm not even going too reply to people like you. I usually just leave this here.

 

http://bildites.lv/images/duxd6bh7/130055/thumbnail.png

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