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4.0.6 Patches Notes - UPDATED 15/01/11
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Post by
karlusdavius
Source - MMO
Updated
Set Bonus
The PvE hunter 4-piece set bonus has been redesigned. It now reduces the cast time of Steady Shot and Cobra Shot by .2 seconds.
General
- 12/01/11
Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
Arcane Shot damage has been increased by 15%.
Hunters can now use Auto Shot while moving.
Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
Casting Trap Launcher, Distracting Shot, and Scare Beast now cancel Auto Shot when cast. This is to make it easier to crowd control creatures with Auto Shot while moving enabled.
General
- 06/01/11
Steady Shot cast time is now%
Post by
Fulgurah
There's not a chance that this will be the final list. Consider that they specifically called out Survival's AoE damage as being too high. A 5% agility nerf to Survival isn't going to greatly impact our AoE damage in anyway. I am glad to see that they haven't touched the Survival shot coefficients at all, since that would cause scaling issues down the road.
I expect more and larger nerfs to Survival, particularly when it comes to AoE damage. To be frank, our single target damage is high, but seems to be somewhat fair. Keep in mind that if they buff Kill Shot, that's a buff to all three specs.
Post by
matheus314
EDIT:
There's not a chance that this will be the final list. Consider that they specifically called out Survival's AoE damage as being too high. A 5% agility nerf to Survival isn't going to greatly impact our AoE damage in anyway. I am glad to see that they haven't touched the Survival shot coefficients at all, since that would cause scaling issues down the road.
I expect more and larger nerfs to Survival, particularly when it comes to AoE damage. To be frank, our single target damage is high, but seems to be somewhat fair. Keep in mind that if they buff Kill Shot, that's a buff to all three specs.
I wonder if changing how Improved Serpent Sting affects Serpent Spread will be the answer?
Why not limit the number of shots in multi shot? 5, 10, 15... don't know, they do the tests, no me, hehehe... but I think it would be a very large cut in damage if only 5 arrows where shot in multishot.
Post by
Fulgurah
Considering how terrible Multi-Shot is without Serpent Spread and iSrS, I think that any nerfs to SV's AoE damage should leave BM and MM unaffected. The latter two specs still have terrible AoE DPS.
Agreed. It will more than likely have to do with how Improved SrS interacts with Serpent Spread. It could be as easily as changing Serpent Spread so that it does not benefit from I SrS. This would still put the SrS DoT on targets you multi-shot without all the up-front damage. A severe nerf, yes...but I could see it happening.
Post by
asakawa
the issue with SV's AoE is that iSrS and Spread work to do single target damage on multiple targets. pretty much all AoE damage in the game is capped on 10 targets. increase the targets past 10 and you do the same damage (before crits) just divided by more mobs.
SVs talents work like DK's diseases used to in that the damage they do is single target and not capped. iSrS feels like the best target for a nerf since it's basically useless for anything but AoE. Spread feels fine.
Post by
matheus314
Hmm... what about Multishot limited with 5 arrows and MM Bombardment buffs it to 10 arrows and do double damage?
BM Killing Streak could do a debuff in the enemies hit with Multishot (still limited to 5), something like a pet cleave that all targets hit by Multishot get the same damage from the hits of the pet for 10 seconds?
Post by
asakawa
as i say, multishot isn't the issue. it's more than a little weak in fact.
Post by
matheus314
as i say, multishot isn't the issue. it's more than a little weak in fact.
Yeah, but it's damage raises linearly as the number of enemies raise. And that is A LOT of damage, even without serpent spread and iSrS.
My point of view is that the gap is too large between the specs that only a few slightly changes will solve.
Post by
asakawa
as i say, multishot isn't the issue. it's more than a little weak in fact.
Yeah, but it's damage raises linearly as the number of enemies raise.
no. that's what i'm saying.
that is not the case
.
multishot damage caps correctly but SV talents do not leading to highly inflated damage on large numbers of enemies.
Post by
matheus314
as i say, multishot isn't the issue. it's more than a little weak in fact.
Yeah, but it's damage raises linearly as the number of enemies raise.
no. that's what i'm saying.
that is not the case
.
multishot damage caps correctly but SV talents do not leading to highly inflated damage on large numbers of enemies.
Oh, I see... wasn't aware of that. So, the serpent spread ticks should be capped too. Maybe they slipped through that...
Post by
Interest
Interesting how they nerfed Into the Wilderness. Wasn't expecting it, but it makes sense when you compare Into the Wilderness with Animal Handler and Artisan Quiver.
I was greatly expecting it to happen. Our scaling with the Agility stat is more asinine that pretty much any other given class/spec that uses it.
I'm hoping they fix up Artisan Quiver to be pure weapon damage so our shots scale...or do they already?Considering how terrible Multi-Shot is without Serpent Spread and iSrS, I think that any nerfs to SV's AoE damage should leave BM and MM unaffected. The latter two specs still have terrible AoE DPS.
I honestly couldn't care. There are FAR worse AoEs out there atm. Mind Sear, for instance.
Post by
asakawa
as i say, multishot isn't the issue. it's more than a little weak in fact.
Yeah, but it's damage raises linearly as the number of enemies raise.
no. that's what i'm saying.
that is not the case
.
multishot damage caps correctly but SV talents do not leading to highly inflated damage on large numbers of enemies.
Oh, I see... wasn't aware of that. So, the serpent spread ticks should be capped too. Maybe they slipped through that...
this is what i'm getting at. Spread puts a single target DoT on lots of mobs. iSrS does some direct damage based on that DoT.
these are not things that the game mechanics allow the devs to cap like AoEs (i'm assuming a little here but it's a safe assumption i think). so the solution has to be more nuanced.
Post by
karlusdavius
MMO posted up datamined and then official. confusion!
All above are official patch notes. Going to be interesting on the MM part. i think the changes will make it near level on single target with Survival. BM will most probably be lacking still.
Post by
Interest
Uh...Cialbi, you missed the Deterrence and Master's Call ones. They're exactly the same..
Post by
karlusdavius
It's all PTR. nothing is live yet.
Post by
matheus314
I'm a little confused about this:
Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.
This seems to be a big nerf to my pet-tanking... as I was using a tenacity for leveling an it had a amazing amount of armor... much more than I have...
Post by
karlusdavius
I'm a little confused about this:
Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.
This seems to be a big nerf to my pet-tanking... as I was using a tenacity for leveling an it had a amazing amount of armor... much more than I have...
Which is probably against the intended design.
Post by
matheus314
I'm a little confused about this:
Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.
This seems to be a big nerf to my pet-tanking... as I was using a tenacity for leveling an it had a amazing amount of armor... much more than I have...
Which is probably against the intended design.
Why? My turtle, with that big shell, can't have more armor than my little mail rings?
Post by
683852
This post was from a user who has deleted their account.
Post by
matheus314
Re: Pet armor. I'm just curious as of how much armor the pets will end up with. Looking at two of my pets, one got 20k armor, other got 18k armor. I got 14k armor. Does this mean that these pets will end up with 9.8k armor, actually reduced by 50%? I assume that's not the case, such a nerf would be way too much.
More detailed info about pets says 11k armor (in white) + 9k (in green), not entirely sure what that means (I don't have any talents that increase the pet's armor). Perhaps it's only the armor in white that's affected? And anyone know what the armor in green is?
/\
This.
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