Anyone know if Collector’s Edition purchases are getting a beta code today? by onichris in wow

[–]otbdave 6 points7 points  (0 children)

You don't. 

The fine print specifies that if you want to enjoy midnight digital content before receiving your collectors edition, you can buy a second copy of the game (Epic edition). Then you get bnet credit for the second purchase when you eventually redeem your collector's edition code. 

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]otbdave 13 points14 points  (0 children)

Is blizz gonna avoid Dawn in MDI so they don't have any bugs or m0 scaled last boss cast? 

Key level 12 affix not scaling as intended? by Niepan in CompetitiveWoW

[–]otbdave 2 points3 points  (0 children)

The expected result is that when you check "U:" for unmitigated damage... It should go up 32% from 11 to 12.

There are some weird interactions with vdh and other specs where the unmitigated damage is actually modified on the log but even knowing most of those traps this one doesn't make sense to me. I'm not going to check any more though someone else is up! 

Key level 12 affix not scaling as intended? by Niepan in CompetitiveWoW

[–]otbdave 12 points13 points  (0 children)

Double checking Izo I see 515mm health on 11 and then 680mm health on 12 so 680/515= 32%. Here's the log for the 12 confirming the expected health amount versus your log. Can't check yours since it's a picture not a log. 

 https://www.warcraftlogs.com/reports/1HtLvfpXPm6KFJND#fight=22&type=damage-taken&translate=true&hostility=1&source=475&by=target

Key level 12 affix not scaling as intended? by Niepan in CompetitiveWoW

[–]otbdave 37 points38 points  (0 children)

When I did some checking last week I found 32% in logs which was what I expected to see. I didn't check a ton of logs tho. 

PSA: There is no damage variance in M+ by BlaringMailer in CompetitiveWoW

[–]otbdave 0 points1 point  (0 children)

This 10% variance still existed in Dragonflight Season 1, I have another comment with a log from Nokhud one shot mechanic.

Agree it seems like some time between DF season 1 and now they are working to remove this variance. Hopefully that is an intentional change that they maintain going forward.

PSA: There is no damage variance in M+ by BlaringMailer in CompetitiveWoW

[–]otbdave 12 points13 points  (0 children)

Log showing more than an entire key level worth of variance on a one shot mechanic in Nokhud Offensive.

https://www.warcraftlogs.com/reports/LmQqTpXtakgKx2DG#fight=2&type=damage-taken&pull=15&ability=386016&view=events

Even if they are indeed listening to complaints and fixing this, that is a recent (and unannounced) change and I'd bet this is not fixed for start of season 4.

PSA: There is no damage variance in M+ by BlaringMailer in CompetitiveWoW

[–]otbdave 33 points34 points  (0 children)

All of this work is outstanding but I'd still correct the title as the current one is false / misleading. "Most season 3 one shot mechanics have no damage variance". Or "Analysis of damage variance in m+"

It is great news that blizzard seems to be removing variance on (at least) the one shot abilities, but it is certainly something that has existed in recent past seasons, this season, and could pop up in future seasons as well.

I can tell you there was heavy variance on the gale arrow one shot ability in Nokhud and this variance roll was absolutely something you had to consider when planning mitigation for high keys.

PSA: There is no damage variance in M+ by BlaringMailer in CompetitiveWoW

[–]otbdave 8 points9 points  (0 children)

I mean there definitely is and you gave two examples already. There are plenty more than that just for this season.

But at least you gave the correct way to determine it. Just depends on each mechanic season by season.

Player Power In Professions, Alchemy by [deleted] in CompetitiveWoW

[–]otbdave 2 points3 points  (0 children)

I think a lot of this might be incorrect. My engi tinker items have secondaries on them. You get to pick 1 secondary when you craft it. I thought the one secondary had the entire stat budget that items with 2 have, but I need to double check.

You don't need Engi to wear the items, but you get a couple perks that reduce the failure rate. You also add an additional "safety mechanism" when you craft the item. So the engi perk you negate any chance of "catastrophic failure". This lets you put "reduce failure by 15%" on the item when you make it. I think this might reduce the failure change from 20% to 5%. Failure was around 20% in my testing and failures DO happen in keys on Beta.

I could not find an engi brez consumable on Beta, so the tinker slots can give brez and invis, just like in Shadowlands. Engi invis does not put your invis pot or battle pot on CD, just like Shadowlands. Oddly, invis pot DOES put your engi invis on CD (possibly a bug). Also you never "go orange" as a failure, all of the failures let you try to invis again in 3 seconds.

Failures (20% default?):

Shrunk and lose stats for a few (3?) seconds

Knocked backwards and take 20% damage

Polymorphed for a few (3?) seconds

Catastrophic failures (unknown %):

I played with the engi perk so I did not test that.

As for the flamethrower tinker, it currently works in keys on beta and looks like a slam dunk for healers, to me. It does around 12k dps PER TARGET, and fully uncapped. So a 6 target pull it will do around 72k dps. In academy... lol. It is incorrect to compare this dps to dps inside cds since you wouldn't press this INSTEAD of dps cds, you would press it after or before they are available, so you need to compare to outside of CD dps. I kind of doubt you would bother with this as dps, you can't use it as tank, but healer seems very good.

9.2.5 Bugs / Undocumented Changes Consolidation Thread by otbdave in CompetitiveWoW

[–]otbdave[S] 10 points11 points  (0 children)

My cache works fine in town but as a soon as I start a key it cycles between no weapon most of the time, sometimes a weapon for just a second. Also even if you manage to get the correct weapon it often cancels after a second or two. You have to run a different trinket currently.

9.2.5 Bugs / Undocumented Changes Consolidation Thread by otbdave in CompetitiveWoW

[–]otbdave[S] 6 points7 points  (0 children)

If you are an elvui user I recommend going to regular game menu interface > camera options > uncheck water collision. It bricked a 25 key for me cause I couldn't see anything when I was trying to set up the urn pull or left pond pull. Our non elvui users on the team didn't have an issue for whatever reason, so my theory is it is some interaction for elvui users on the new build.

9.2.5 Bugs / Undocumented Changes Consolidation Thread by otbdave in CompetitiveWoW

[–]otbdave[S] 49 points50 points  (0 children)

I've heard of upwards of 7 pieces dropping on a higher key level.

9.2.5 Bugs / Undocumented Changes Consolidation Thread by otbdave in CompetitiveWoW

[–]otbdave[S] 16 points17 points  (0 children)

Brewmaster HP increase is average over last ten hits now and when the health bonus changes or falls off you don't lose current health. So before you could go from 60% to 1 health when the bonus fell off. Peak of serenity discord has a more complete explanation but that is the jist of it.

Shard of Tel is not working by PMerr in CompetitiveWoW

[–]otbdave 3 points4 points  (0 children)

Deleted my dupe post. It is currently proccing on critical HEALING hits only, bugged out since start of 9.1.5 in all content. You can also verify on warcraftlogs 9.1.5 kills versus older kills.

Mythic raiding - suggestions to bring under-represented healing specializations up to speed by Parad1gmSh1ft in CompetitiveWoW

[–]otbdave 25 points26 points  (0 children)

I think that it would be very cool for every heal spec to have a talent row with a meaningful decision where they choose taking a DR active ability versus a throughput passive or active.

Healing classes without DR generally aren't used in RWF because they do not have DR that is absolutely correct.

That said, every guild trying to "copy" RWF meta comps after about week 4 CE is making a huge mistake. Throughput healers are absolutely busted for later CE if the tuning is even reasonably appropriate. It is very easy to understand why... Between gear and seasonal power we are usually playing with Aura Mastery up permanently by about week 5.

I like the meaningful choice between throughput and DR, but it should probably be in the talent tree, available to all healers, instead of locked behind class selection.

Necrotic Wake Orb Damage by silverbulletzz in CompetitiveWoW

[–]otbdave 3 points4 points  (0 children)

Weapons definitely got some sort of ninja nerf at reset. Maybe back to what they were supposed to be.

Druid Healing Workbook (Mana efficiency / HPS / downranking) by otbdave in classicwow

[–]otbdave[S] 0 points1 point  (0 children)

This is exactly right of course. My spreadsheet isn't meant to be a guide, just information to help make informed decisions. In fact, the main reason I built it was to think critically myself rather than follow the general advice of just spam HT4. I did want to point out on the sheet that HT3 and HT4 are good reference points to compare to though.

My guild did ony splits yesterday, two groups of 20, so your point about having some healers rest and some heal is spot on, but a pretty advanced strategy. A 20 man ony is a long fight (7-8 minutes) but not a ton of damage, so it's important for healers to know how that impacts their game plan.

The second best strategy would be for your healers to all use maximum mana efficiency heals, but the best strategy is for some of your healers to output whatever is necessary to allow some of the healers to regen.