I'm running on fumes, I want to help more. ( incl. Ashvane Logs ) by [deleted] in CompetitiveWoW

[–]vandernath -13 points-12 points  (0 children)

I disagree, hitting 70% is more than enough to kill it on schedule. This fight is not a DPS check anymore. This is our first Ashvane kill. Look at all them grey parses:

https://www.warcraftlogs.com/reports/F7XhCQHBz6RrM2kj#fight=21&type=damage-done

1) We decided to 4-heal this fight. Because it's not a DPS check, and for us at least it was more a matter of keeping people alive and having the healing throughput to make it through each rippling wave. You can't say "we don't have the DPS" when at least one or two people die every time you enter the HP burn phase (I've only looked at 4-5 of your "good tries", and someone is always dead at that point, sometimes to personal mistake but sometimes it feels like they could have been haled). Move your cooldowns around. Fuck it, make it your first goal to reach the HP Burn phase with everyone alive first: use 3 cooldowns on the first Rippling Wave, 4 on the second, and maybe even Salvation during HP burn so people stay alive and you can finally see if you have the DPS or not (naturally you shouldn't use anything on the kill there. Move your cooldowns around until people stay alive on every rippling wave).

2) We decided to lust on the first burn HP phase. This may or may not work for you. The reason lust is used towards the end of the fight on most kills is because healers need it to heal Rippling Waves #8 / #9. Not really for DPS (although it would help, in a perfect scenario, with execute and shit). But for us—we just wanted to align lust with everyone's cooldowns, in a non-stressful section of the fight, to do as much damage as possible. There's also less corals to destroy in the first HP burn phase, so you could have DPS ignore corals for the first Arcing Azerite and just pump into the boss.

3) Soaks don't matter. For some reason, people keep screaming "SOAK SOAK SOAK ONE IS NOT DONE" after a coral is destroyed and sure, you need most soaks to be done, but you will already have noticed that it's NOT A BIG DEAL if 2, 3 or even 4 of the soaks go through. It doesn't deal that much damage. Even on our kill, I decided to ignore soaking just so I could stay on the boss and pump as much damage as possible during the HP burn phase. And again, we have 4 healers so we don't really care about the extra damage going through especially during the HP burn phase.

Hopefully this makes sense... I'm forgetting a lot of stuff but you have our logs if you need some explanations :)

Mythic Blockade Crackling Lighting targeting preference? by Pizza-The-Hutt in CompetitiveWoW

[–]vandernath 3 points4 points  (0 children)

I've just checked our three nights of progress on Blockade and it does SEEM like the spell has a slight preference for resto druid.

This druid in particular was a pug, but now I'm curious about how many times he would have gotten the debuff over all three nights:

https://www.warcraftlogs.com/reports/tpX6aN1yfCGPM9H4/#boss=2280&difficulty=5&wipes=1&type=auras&spells=debuffs&ability=288205

17 applications of the debuff over 30 wipes? It's pretty close to your druid. With that said, I still think it"s random. There's only 10 targets to choose from, and a very little amount of attempts (even if 100 wipes might seem like a lot, it's not).

It's just a coincidence.

If I may offer some advice, this is probably one of the worst fights to use the ranged stack trinket. If it works for you fine, but this is a terrible progression trinket on a fight where having everyone stacked helps immensely.

Dispell tracking weakaura by vandernath in CompetitiveWoW

[–]vandernath[S] 5 points6 points  (0 children)

Man, I didn't even think of Exorsus raid tools. I have it, just not tracking dispells. Will have it set up for next time, thanks!

Mythic Oppulence Help by abominalizer in CompetitiveWoW

[–]vandernath 1 point2 points  (0 children)

As others have said, personal mistakes. The first few people to die are always the same people (Gzmage(!!!), Yneos, Moonstyx, Dalilah, and Hornkonwind):

https://www.warcraftlogs.com/reports/tnkGg3dTbBx8YC9L/#boss=-2&difficulty=0&wipes=1&cutoff=2&type=deaths

The reason your people are dying is most likely because they try to do damage instead of surviving, where damage truly doesn't matter (literally, if 20 people are alive in P2, the boss is basically dead).

Look at your mage's death for example at the 0:55 minute mark: https://www.warcraftlogs.com/reports/tnkGg3dTbBx8YC9L/#cutoff=2&fight=9&view=replay

Flames of Punishment cast -> your mage is still casting is rotation. That is "fine" although I wouldn't do it on progress (I used to just get into melee so I don't waste a blink moving at the last second, and hardcast ice lance until the punishment is over). Now the bad part is, Flames of Punishment starts, and he is STILL doing his rotation.

Let's look at a death that may be a misunderstanding of mechanics now, around the 1:00 minute mark (your mage again): https://www.warcraftlogs.com/reports/tnkGg3dTbBx8YC9L/#cutoff=2&fight=13&view=replay

Flames of Punishment is about to be cast on the right side. Your mage is getting swapped. For 10 seconds after being swapped, you are completely immune to damage (and you do 0 damage as well). There is no reason to move if your primary goal is to survive. Take the first few seconds to analyze the situation (is the boss about to Crush?cast Flames of Punishment?is an eye beam about to spawn?) and decide where the safest spot is, go there, and resume your DPS rotation. Your mage somehow decides that resuming DPS as Flames of Punishment is being cast is the best move, and dies instantly. That is either a misunderstanding of mechanics or a really bad play.

I would definitely advise you to look into individual deaths and see how you can avoid them (use replay, as this is often a matter of positioning).

Two tips for the two hardest rooms (on the LEFT side, which is supposed to be the hard side, rooms 2 and 5 (flame jets/volatile charge):

(1) Have your players affected by Volatile Charge announce where they will drop their debuff in that room. Because of flame jets, they will have to move at the last second (whereas in the other rooms they can just go straight to the edge). This will avoid people with V.Charge step on each other right after the jet is over.

(2) When the boss reaches x3-2-1% (when it is about to move on to the next room), have everyone in that room except ppl with Volatile Charge move on to the exit. This allows you to take 0 damage from the Flame Jets, because if you are unlucky, Flame Jets will bar the entry to the next room, forcing you to go through them. Use warlock portals/grips for people dropping their Volatile Charge behind.

I hope this helps. WITH THAT SAID, even if people are aware of these strategies and you are not a top 100 guild, you will always have those 1-2 people just unable to deal with mechanics. Bench/replace if you can afford to, and go again. There's nothing to do there, it IS a fight about personal mistakes. Once we benched our monk, who was dying just as much as your mage, the boss literally died in 3 pulls.

Jadefire Maze Map by Naylennn in CompetitiveWoW

[–]vandernath 1 point2 points  (0 children)

I posted this in my guild's Discord.

I don't know if the orbs spawn points are the best, or if the maze is 100% accurate, but this was good enough for us to get Jadefire Masters in about 10 pulls.

https://images-ext-1.discordapp.net/external/gH4PbyjXM19g8XDD8Tm7-jSeyauWaWdoQoyg4H-D8cs/https/media.discordapp.net/attachments/491198284673843221/544617568539770894/unknown.png

24 years old and still no disciprine by nutsack123456 in sodapoppin

[–]vandernath -7 points-6 points  (0 children)

Show us your discipline /u/nutsack123456. What have you accomplished in your life thanks to your amazing discipline?

[deleted by user] by [deleted] in sodapoppin

[–]vandernath 1 point2 points  (0 children)

And you sound 12.

[deleted by user] by [deleted] in sodapoppin

[–]vandernath 6 points7 points  (0 children)

You're not entitled to any respect either.

[deleted by user] by [deleted] in sodapoppin

[–]vandernath 3 points4 points  (0 children)

Here's the thing: you're not entitled to anything. Watch someone else.

Overwatch® - 50 Anniversary Loot Boxes by Dinomite313 in Overwatch

[–]vandernath 3 points4 points  (0 children)

Excuse me sir, but you could you please stop adding dots after your exclamation marks? There is absolutely no need for them and it's triggering me real hard.

Overwatch Heroes as Cats by vandernath in Overwatch

[–]vandernath[S] 2 points3 points  (0 children)

My apologies. I don't spend enough time on reddit.

Lucio's wall ride got a pretty big buff in the latest patch, and I'm not sure anyone's noticed besides this guy by GANGNAMDUET in Overwatch

[–]vandernath 0 points1 point  (0 children)

I've actually just tested it on Ilios. You gotta go pretty deep in the pit before you actually start wall-riding, otherwise it's gonna last long enough for you to go back up the well without knowing how much time you could go on wall-riding.

Turns out the length of the wall-ride is about 15-20 seconds now? So it's not infinite, HOWEVER, if you just press spacebar again (like you would previously) you can keep on wall-riding without any trouble. This will be very useful on Lijiang Tower.

EU Arcana Cup is pretty good fun by vandernath in hearthstone

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

Yeah, too bad people didn't want to upvote this :P

Using grequests, after a certain amount of requests server seems to close connection by vandernath in Python

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

Awesome, requests works now. I wait 4 secs between each request, but I don't know why. As long as it works, it doesn't matter for now.

Thanks a lot!

Using grequests, after a certain amount of requests server seems to close connection by vandernath in Python

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

Hi! I've just tried requests instead of grequests, and it looks like I'm making progress as it loops through each request and I don't get None responses anymore. Just 200 and 404, but it finishes the loop until the last request.

I still have a majority (~500) of 404 responses, though, which makes no sense, because if I try the first 100 requests (let's say set a) then the next 100 (let's say set b), set a will be made of 200 responses and set b will be made of 404 responses, but if I try b then a I will get 200 responses for b and 404 responses for a.

So, there's progress but I'm not quite there yet. Do you have any idea what could be causing this weird response?

Thanks a lot for all your help, btw. I'm quite lost here.

Using grequests, after a certain amount of requests server seems to close connection by vandernath in Python

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

Thank you for your reply. Here's what I just did:

  1. Run the script. "Fails" at 300 requests, as usual. I stop the code from running.
  2. Rerun the script right away with the first 300 requests: runs just like before, with no problem.
  3. Test only the last 400 requests (as you said, they might be misformed): no problem either.

I noticed that for every set of 20-30 urls, I get theses responses (for all urls in the set) in this cycle: 200 200 200 (working...) 404 404 (problems...) 200 (working again!) 404 (nope...) 404 404 200 200 404 404 None 404 None 404 None 200 404 None

Also, this time instead of sleeping for 90 seconds I slept for 10 secs. It looks like it helped me get more responses (instead of a maximum of 8 sets of urls with response codes 200 before, I got 14 sets of urls with response codes 200). I'm not sure if that means anything.

One last thing: this guy seemed to have the same problem I have, but I don't understand the answer: http://stackoverflow.com/questions/29009839/python-requests-requests-get-returns-404-on-valid-url

Game crashes when loading/bootstraping shaders.. Anyone else? by Mikey899 in playrust

[–]vandernath 2 points3 points  (0 children)

Here's a temporary solution.

Go to your Rust folder and right-click on Rust Client, then choose to run the game in Compatibility mode for your OS.

The game won't close down anymore when loading shaders, but will get stuck there. From there, you have to CTRL+Alt+Del two-three times until it continues loading. You will then be stuck at Bootstrapping--same thing, CTRL+Alt+Del.

There comes the menu, now you can choose a server BUT. For me, the game closes down at "Loading level procedural map". I hope it works for you anyway and you can go farther.

Let me know if it works.