Scattered Shots: Hunter changes for 4.0.3a
It's been coming for a long, long time: Deathwing has finally shattered old Azeroth. It was kind of a jerk move on Deathwing's part, and frankly, he's just asking to be punched in the face. Along with the visual changes and host of sparkly new pets available to tame, hunters are also seeing all those beta changes finally brought over to live with patch 4.0.3a.
If my poor, overworked email box is any indication, a lot of hunters out there have not been following the constant beta changes and are confused about many of the changes -- and while our abilities are basically the same, there have been a lot of meaningful changes to the way our DPS works.
Join me after the cut for a rundown of the hunters view of patch 4.0.3a, including pet changes, ability changes, and just what Blizzard means by our shots being normalized.
Pet changes and new pets
Patch 4.0.3a finally lets us tame a bunch of the new pets that we've been seeing in the beta, including the fox, beetle, monkey, and dog. We're also seeing some changes to existing pets and pet skins. Certain pets are changing to the new pet type -- some wolf-family pets are becoming dogs, for example. In addition, we're seeing some changes to pet skins, so it's entirely possible that your pet will be changing color.
As always, our first and best resource for all things pet-related is Mania's Petopia. At Petopia, you can search for where to find any pet, including all of the different kind of pet skins that are available, where to find them, and what level they are. Among the changes that 4.0.3a is bringing, Mania has listed:
- 106 new looks
- 45 pets transformed
- 158 pet retired
Also, pet consumables (pet food and scrolls) no longer provide a DPS increase for your pets. This is a great quality of life change for hunters. While it was thematically cool to make special pet foot that gave your pet a boost, in practice it just meant that we had to be balanced assuming we always had that buff, and thus we always had yet another consumable to bring to raids. Now we'll be balanced without it, and we don't have to have our own buff food, pet buff food, and pet scrolls for every encounter. Yes, thank you!
Your worm cannot AoE tank with Burrow Attack
An important change that should be stressed yet again is that your worm pet will no longer be able to tank while using the Burrow Attack ability. Now, burrowing wipes all threat from your worm entirely, meaning that the mobs it was tanking will charge over to the next highest threat target, usually you -- and of course, the mob is also likely running out of the worm's AoE area, as well.
As long as your worm is underground, it has no threat; even if you MD to your pet while it's down, it will not help. No matter what, your pet isn't on the aggro table while underground and comes up with no threat.
We're pretty sure that this is a deliberate change and not a bug, since it makes the worm a bit too powerful a tank compared to any other pet. Note that the worm can still take the Thunderclap talent and can still tank just fine for you as long as you aren't using Burrow Attack.
Shot damage normalization
The first line in the hunter section of the official patch notes is this: "All special attacks based on weapon damage (except Scattershot) are now normalized." More than anything else, this has caused a lot of questions, so let my explain what this is and what has actually changed.
Many hunter special shots, like Steady Shot, do base weapon damage (meaning auto-shot damage) plus some additional damage. The problem is that our base weapon damage is partially dependent on the speed of our weapon -- not just the damage listed on the weapon, but also the way that ranged attack power increases it. For example, let's say we have two guns that both do 10 DPS. Gun A has a speed of 1.0, so every time it fires, it does 10 damage. Gun B has a speed of 2.0, so it only fires every other second, hitting for 20 damage each time it fires. So the slower gun hits harder with each fire, but overall, their DPS averages out to the same.
This works out great for our auto shots, but it gets interesting for special shots. Now, when you fire your Steady Shot, it's going to do that base weapon damage (including the RAP portion) plus the additional damage. The base weapon damage of gun B is twice as high as gun A, even though they both have the same DPS. So for Steady Shot and every other special shot that includes base weapon damage (most of them), the slower weapon is better. This situation quickly becomes counterintuitive, because a slower weapon could easily do far more damage than a faster weapon with a higher DPS.
The solution is what we call "normalization" of the special shots. Normalized special shots use a weapon speed of 2.8 when calculating the RAP portion of the damage of the special shot, regardless of what the weapon speed actually is. Thus, a weapon with a higher DPS is almost always better (assuming the additional stats on the weapon are equivalent). Note that your auto-shots still fire based on the weapon speed; the normalization only affects the equation that calculates the damage of special shots.
Now for almost all of Wrath, our special shots were already mostly normalized. But then patch 4.0.1 hit, and none of our shots were normalized anymore -- suddenly ,weapon speed was the most important hunter stat in the game, by a huge margin. This was not intentional and was fixed on the beta, and we're just finally seeing that fix applied to live.
Now things are back to being normalized. Technically if you had two ranged weapons that were exactly identical except speed, the slower one would still hit a little bit harder on our special shots -- the base weapon damage still appears to be affected by weapon speed, but not the RAP portion of the auto-shot damage (which is by far the larger portion). On the other hand, a faster weapon will help procs occur slightly more often. For gear decision purposes, however, you're safe not paying much attention to weapon speed, and just focus on the stats and DPS of your weapon.
The only downside to normalization is that if you were using a weapon slower than 2.8 (as most of us were), your DPS will go down a bit as a result. But don't worry, we got buffs to compensate.
Signature shots hitting harder
Our signature shots -- Kill Command for BM, Chimera Shot for MM, and Explosive Shot for SV -- all had several rounds of buffs on the beta that are just now going live. You can expect all of these shots to be hitting much harder.
If you were questioning the value of using your signature shot with its higher focus cost, well, you should have been using it anyway. But now there should be no question in your mind. Aimed Shot also got a damage boost, though not nearly as much as I personally think it needs.
The buffs to the signature shots should result in an overall increase in hunter DPS across the board, even after the normalization.
Lower-level changes
The patch also changed the level requirements for several of our abilities, including:
- Scare Beast is now available at level 36, up from level 14, and has had its training cost updated.
- Deterrence is now available at level 78, up from level 36, and has had its training cost updated.
- Disengage is now available at level 14, down from level 78, and has had its training cost updated.
Additionally, patch 4.0.3a made a bunch of changes to lower-level damaging abilities (below level 80) for all classes across the board. Essentially, low-level characters were zerging through content far too easily with all the changes that have been made since that content was created back in vanilla. Blizzard's solution is to lower the damage your character deals when leveling, generally by decreasing amount of base damage that is contributed to your special shots.
So your lowbie hunter will not be hitting nearly as hard -- but neither will any other low-level DPS classes.
Filed under: Hunter, (Hunter) Scattered Shots
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Reader Comments (Page 2 of 3)
peon47 Nov 26th 2010 11:27AM
It was absolutely too overpowered. It was immune to all damage, doing massive AoE to mobs, and generating threat while underground. There was no reason to use any other tenacity pet at all.
Stella Nov 25th 2010 9:09PM
I'm confused.
I thought that Normalization only applied to the Attack Power contribution to weapon damage not to the weapon damage itself. So in your example above, the slower gun will still do much more damage than the faster gun although Normalization would prevent it from getting twice the Attack Power contribution.
Am I understanding it wrong?
Frostheim Nov 25th 2010 11:24PM
You're kind of right -- and I just added some further clarification. The *base* weapon damage, unmodified by attack power, is still affected by weapon speed. But the RAP contribution to the auto-shot damage is normalized -- and that's the big part. So only the xxx-xxx damage part of the ranged weapon is actually affected by speed.
The end result is that weapon speed doesn't matter very much -- faster weapons proc stuff a bit more, and slow hit a bit harder.
Pyromelter Nov 26th 2010 12:03PM
"The *base* weapon damage, unmodified by attack power, is still affected by weapon speed."
Doesn't normalization mean that the base-weapon damage gets recalculated based on a 2.8 weapon speed? Like if you had something like a 2.4 speed weapon, the numbers would be automatically upped as if it were a 2.8 weapon for your special shots?
Also... why the heck doesn't blizzard just use straight attack power for special attacks? It would make gearing simpler, it would be much easier to understand how a weapon would affect your dps, and it just seems like the simplest solution (for all classes, not just hunters).
matrix_dragon Nov 26th 2010 12:42PM
@Pyromelter That is because Blizzard wants to keep weapons with higher swinger better.
Whats the point of having weapons if every thing just scales only with AP?
That will just make all weapons into stat sticks.
matrix_dragon Nov 26th 2010 12:44PM
ah... I meant swing damage.
Wanna be edit button.
Sacrilege Nov 25th 2010 10:18PM
"Chimera Shot for MM" has the tooltip for Kill Command, by the way ;)
Frostheim Nov 25th 2010 11:31PM
Thanks for the catch -- fixed!
MusedMoose Nov 25th 2010 10:47PM
I just got my new hunter to level 16 today, started him when the world ended. I have to thank you, Mr. Wood, for the excellent articles you write. I wouldn't understand the new rotation and how to make the class's abilities work for me anywhere near as much as I do now, because of your columns. Thank you.
Also because of you, my draenei will never use a bow. Bows are for elves. ^_^
Tirrimas Nov 25th 2010 11:13PM
That's fine. Leaves more for us.
Necromann Nov 25th 2010 11:21PM
It's a flood killing the chieftain!!!!!!!
Fudgems Nov 25th 2010 11:47PM
Don't want to sound like a cry baby, but I am kind of frustrated with where hunters are right now. Last night people were gathering a group to spam heroics to get rep with goblins, or whoever's tabard you wanted to wear. I got turned away because "hunters dont do go dps anymore". I miss the days of "easy to learn, hard to master", because before focus was introduced, i had master the art of hunter dps, i was doing 11k, and gearing using spreadsheets, it was beautiful.
So Frost, this is supposed to change right? We'll be doing more dps once we get to 85 because of correct gearing right?
Harvoc Nov 26th 2010 12:59AM
Wait you were turned away because of "not good damage" for heroics? Your damage for heroics shouldn't matter and coming from me, I'm almost always topping recount on my survival hunter and I can't even raid (time constraints). I can see their point in that they wanted to rush through things faster but I doubt a couple more thousand damage would decrease the run's speed enough to merit them turning you away.
Frostheim Nov 26th 2010 1:34AM
Our dps right now is pretty okay at level 80 -- if you want big heroic dps, either go MM for limitless heroic focus, or go SV for serpent spread. You'll do well -- hunters can still top the heroic meters... for all that actually matters.
sherekhan88 Nov 26th 2010 3:36AM
Don't focus so much on heroics now. To be honest, take a mount out and ride around the world!
Charlie Nov 26th 2010 11:52AM
@shrekhan88 -- couldn't agree more. I spent the last couple of days questing in Southern Barrens w/my L80 hunter and having a blast (even though I'm one-shotting everything). They've done a great job updating the lore on individual characters (Mankrik FTW). In addition, when your toon's efforts result in major changes in the storyline, they stay changed. AND there are mini-cinematics.
I'll take that over doing Violet Hold for the four millionth time any day. Goblin rep is going to be there anyway -- and all the horde quests give a few dozen goblin rep points anyway....
sherekhan88 Nov 26th 2010 3:30AM
I'm surprised that the Beetle family is essentially, another form of a Turtle tank pet. I don't mind, I quite like it and will replace my usual Turtle tank pet with it, but a pity it didn't get something a little more unique as its signature move.
Also pity about the Worm changes, but it was to ensure that when a BM uses it to DPS AOE packs in raid, the Worm wouldn't get one-shot from generating the damage. Still I wish at least MD worked on it.
bahzob Nov 26th 2010 4:43AM
Couple of minor pet things:
- Good: Exotics no longer lose Dash or Charge talents when being resummoned.
- Bad: On pet death we can no longer interrupt Revive Pet and summon another.
And you missed the best bit of the whole patch.
- Necrophiliacs get a 12% bam to their damage. Serves them right for not giving their pets the love and attention they deserve..
bahzob Nov 26th 2010 5:02AM
Also agree with QQInsider above. Bliz's system of prioritising fixes seems to be RNG.
And they would have a lot more time on their hands if they didn't screw up things that were working perfectly OK before the patch and, on the face of it, shouldn't have been affected by the changes.
My two "favourites" from 4.0.3a
- My turbo coptor has been fitted with an electric motor. Now when I fly it is in perfect silence. This is just to un-nerving so back on my gryphon. But I'm an engineer damit. I want lots of noise and smoke. The shattering wasnt due to my exhaust gases. Its due to a big black dragon, honest..
- Isle of Conquest: Anyone working on this BG should be fed as titbits to King Dred. A-fing-mazing. With the first patch they screwed up so hanger ports you to a nonexistant plane that then drops you in the sea...
4.0.3a - they obviously did some work on this BG. No they didnt fix the hanger. Instead they put in a new feature. When you destroy a gate a huge pink indestructible force field replaces it so you cant get into the keep.
You couldn't make it up..
sherekhan88 Nov 26th 2010 5:10AM
Serious bug found:
Hit% is a bit weird, at least on my hunter. I'm a Draenai hunter, I've been hit-capped against a lvl ?? boss forever, and I'm at 8.38% on my Character sheet. My specials are missing 4% of the time currently.
Also bad is that hit% is not transferring to pets, it seems, at all. This includes the expertise scaling that comes from it. My Ferocity pet did 370 dps on the boss target dummy, missing 4% of the time on specials, and having its attacks dodged by 6% of the time. Stats in general for pets seem to not be scaling correctly.