Assassination Rogue Dps Easy Mode the Waning Crescent Suramar Start

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Brewmaster Monk Feedback -- Build 21570 -- 27-Apr
I'm going to ignore everyone else in the thread for the moment and point out a problem with Gift of the Ox.

People are seeing fewer orbs than they should if they use ISB because of the way the proc formula works.

(0.75 * Damage / MaxHealth) * (3 - 2 * HealthPercentAfterDamage)

Damage is the full damage of the hit, before absorbs, before Stagger. HealthPercentAfterDamage is with stagger taken into account, but not other absorbs. Mitigation does reduce Damage. In your example, Damage would be 100k.

Okay, so mitigation reduces Damage, and HealthPercentAfterDamage. Stagger reduces HealthpercentAfterDamage. However, GotO does not proc off of the Stagger DoT, so what happens is this:

Player 1 is at 100% health and does not use ISB. They generate X orbs over the next 10 seconds.

Player 2 is also at 100% health and DOES use ISB, but does not Purify. Both players take the same amount of damage over the next 10 seconds, however Player 2 gets less than X orbs because each individual melee swing is lower, yet their health is getting reduced all the same because Stagger is ticking.

What happens here is that, if you are trying to play like a good tank and smooth your damage all of the time, you get fewer orbs EVEN IF you maintain the same health level. Naturally, this means that many good players will see far fewer orbs than someone that knows the "secret" to playing BrM.

Change the HealthPercentAfterDamage variable to just Current Health and retune it a little. You already have Damage/Max Health representing the size of the hit, so the delta in health is already being counted and it doesn't need to be counted again.

This should result in the proper amount of orbs being seen for good players, which will make them safer when they drop low, which should ease the feeling of dying whenever they don't have ISB up.


Kind of. Right problem, different solution. We're going to err in the player's favor here, and make HealthPercentAfterDamage based on the same Damage amount as the left part of the equation is (ie, the full damage of the hit, before absorbs, before stagger, instead of after stagger).

OLD: (0.75 * Damage / MaxHealth) * (3 - 2 * (CurrentHealth - (Damage - Stagger)) / MaxHealth)
NEW: (0.75 * Damage / MaxHealth) * (3 - 2 * (CurrentHealth - Damage) / MaxHealth)

That will ensure that ISB doesn't reduce the chance to generate an orb on any given attack (but still will on the next attack by virtue of being higher health).

Is that before damage reduction? meaning the RAW un-mitigated damage?
No, neither of those are before armor or any other actual DR effect. It's just before Stagger/Absorbs.

Also, out of almost 1,000 Ox orbs, none of them proc'd Celestial Fortune.

Also, they disperse after a short time, ranging from 21 seconds to 28 seconds. If you're greater than a 8ish yards away from them when they do, they will not heal you.


Gift of the Ox + Celestial Fortune fixed for next build.

They last 30sec, always.

My post was about how I suggest you play Brewmaster, not healers.

I didn't say that healers should let you sit at low health; that's putting words in my mouth. Healers should generally heal you the same as any other tank, just with the knowledge that it's safer to use more efficient heals. For example, a healer may typically keep a HoT rolling, and use lots of normal Heals while you're above 80%, and switch to Flash Heal if you drop below that. With a Brewmaster, they can probably stick to normal Heals for longer, switching to Flashes only at 60% or something. That's an over-simplified picture of things, but that's the general idea. It doesn't mean to stop healing them.

You also shouldn't try to take more damage. Stagger is a very powerful mechanic, and it lets you choose when you take damage, and when you don't (or rather, take way way less). The whole point of this is to minimize damage, and take that damage at opportune times (when you're not in danger).

Thanks for the constructive discussion on this, it's been great.

We think it's fairly intuitive and works well, that you have limited brew charges, and so want to use them when in danger and not when not in danger. However, the further amplification of that through Gift of the Ox is a little too much of a stretch for people to notice (buried in the Gift of the Ox tooltip) and play around.

We also agree with many of the discussed issues that the healing spheres in general pose.

We have the following further revisions planned:

  • Gift of the Ox will now drop healing spheres more consistently*, but will no longer drop them more frequently when you are at low health, baseline.
  • Secret Ingredients has been replaced with a new talent, Gift of the Mists: Passive. Gift of the Ox has an up to 100% increased chance to trigger, based on your missing health.
  • Expel Harm has returned for Brewmasters:
  • Expel Harm
  • Instant, 15 Energy
  • Draw in the positive chi of all Healing Spheres within 30 yards, and expel negative chi, damaging the nearest enemy for 10% of the amount healed.

Let us know how this feels when you get a chance to try it in the next build. Thanks!

* Theorycrafter info: It's no longer a random chance, under the hood. When you are hit, it increments a counter by (DamageTakenBeforeAbsorbsOrStagger / MaxHealth). It now drops an orb whenever that reaches 1.0, and decrements it by 1.0. The tooltip still says 'chance', to keep it understandable. Gift of the Mists multiplies that counter increment by (2 - (HealthBeforeDamage - DamageTakenBeforeAbsorbsOrStagger) / MaxHealth); ie, a simple linear 0-100% increase based on missing health, counting the hit as a full hit.

I would also suggest a UI display for how many orbs are within 30 yards. This could be shown on the Expel Harm tooltip.
It will be. The count of Healing Spheres (with Greater Healing Spheres from the artifact counting as 2) will be shown on the Expel Harm button. When there are no Healing Spheres, the button will be disabled. (Blue Tracker / Official Forums)

ingramlignerty.blogspot.com

Source: https://www.mmo-champion.com/content/?page=677

0 Response to "Assassination Rogue Dps Easy Mode the Waning Crescent Suramar Start"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel