Nov 24th 2009 12:32PM Who even leaves comments?
Nov 12th 2009 1:08PM Thanks for the info. My bad. After doing some additional research, it appears that you only multiply together the Debuffs, and you treat your personal armor pen as a single additional debuff. The percent on that debuff is determined additively from all your personal buffs, rather than multiplicatively.
Obviously, since haste multiplies, and crit adds, ArPen would have to be somewhere in the middle so nothing is freaking consistent.
Nov 11th 2009 6:21PM Maces do not change your ArP cap. ArP from multiple sources MULTIPLY instead of ADDING. This is why Sunder/Expose Armor and Faerie Fire do not change the ArP cap.
Each point of ArP is simply worth less armor reduction if you have maces, sunder, and FF up on your target. (Note: For ArP values under cap, having these debuffs is still better than not having them because you are removing the armor from a lower base value.)
Oct 31st 2009 12:44PM You've never actually played arena above 1600 have you?
Hunters without pets can't kite properly.
Locks without pets can actually be killed.
Bursty DPS can and do bring down pets so they can kill the owner. This change was very much needed.
Oct 12th 2009 12:59PM If you don't think Destro Lock burst is too high, you are pretty bad. I am only at a bit over 2k rating (~1k resil), but even at low levels like that, locks still hit insanely hard.
As a resto druid, I can't dispell magic to prevent a burst, and shamans have the same problem. When a destro lock can fear me for 9 seconds, then 4 seconds (which I can only trink once every two minutes, since druids have no other fear breaks or duration reducers), then hit my DK for 20k instantly as he comes out of fear or stun, that is too high. If he is playing with a resto shaman or priest, not only do they both provide additional burst, but they can purge all my hots off, which doesn't break fear on me or the target. And, honestly, Shamans have it even worse than me if the lock or his partner is stomping tremor totems.
Basically the hope of any team that goes up a lock is that his partners don't know how to peel, because a lock being focused is, to be honest, not very threatening at all.
Sep 28th 2009 12:51PM It looks like it's just the default attack animation for the pet with a chunk of something added. So if you like the way the pet looks when attacking, you'll like the way it looks when eating.
Sep 25th 2009 5:51PM Kill Shot min range was not a bug. When originally implemented, it had a min a range and was off GCD. Then they put it on GCD. Then they took away the min range. Now they've brought it back. Most of these changes were actually undocumented because every time they change hunters, somebody cries. Either bad hunters QQ that they get nerfs or bad anything-else QQ that hunters are already OP, which is a joke (maybe true for part of S5 before Glyph of the Monkey nerf tbh, but it didn't matter because DKs were way more OP anyway).
This is a nerf, and one that is not needed, although it also not a game-breaker. If you were a gladiator hunter before, this probably won't change that. It just makes it slightly tougher to finish off a DK.
Sep 16th 2009 4:33PM This isn't really rare. I'm sure if you looked for it, you could find a FRAPs video of it happening. When you kill trade on healers in 2v2 with ranged classes, I'd say this happens in probably 1% of matches. Definitely not something you see every day, but if you play healer/ranged dps, you'll probably see it once a season.
You will also get a draw (both teams lose) if a game lasts 45 minutes. I forget when they added that feature, and I haven't personally triggered it, but it's there to prevent the 20 hr healer battles that had happened very rarely in previous seasons.
Sep 9th 2009 6:42PM Yes, you can. Only the t2 weapons require 3s or 5s. That said, the t2 weapons are the real ones, so it really doesn't matter.
That's why 3s is the "real" arena bracket now. 2s are still fun and rewarding if you aren't going to break 2k rating anyway though.
Sep 6th 2009 5:38PM ArP was too good. It is still probably too good after the nerf. You just have to stack more of it.
If you think this nerf ruins ArP, you probably haven't actually looked at the math. There is no other stat in the game that scales better than linear. AP/SP are linear. Crit, Haste, Hit, and Expertise all scale a bit worse than linear.
Going from 700 to 900 ArP can add 15-20% to your damage. Going from 1600 to 1800 Str won't come close to that.