Some observations after playing around for a few days ...
At first I thought it was confusing but then I realized it was really not. You don't have to code. As others have posted, macros will do. For most things, it is sufficient to just stay on top of the two damage abilities and you are good to go.
The message "You can use X again" for when you regain balance for that ability could be improved, because you can't actually use X again if you don't have enough rage. More than a few times I got caught out by taking it a bit too literally. Maybe it should say "Balance for X has been restored" or something if you don't have enough rage to use the ability right away.
Lots more denizen availability due to higher health on each. Excellent! It used to be so hard to find things during double xp events. But you have to be more careful around stacks.
It would be nice to have more balance of offense and defense in the abilities. Because sometimes what you really need is a burst of health or mana.
Ok, after an entire day of neglecting my job and trying this out:
1. It is damn fun and adds a little bit of depth to hunting. Sure you can find a good loop and just stick to that over and over but sometimes a nice spike near the end is worth it.
2. I absolutely LOVE the effect it has had on finding things alive to kill. Even in this even, I had no problems running to stuff to murder due to the slower killing rates.
3. The rage does wear off too quickly. 20-25 seconds would be ideal, but at the moment, if the area is sparse it is just annoying. On the other hand, I do not see the reason to build up a ton of Rage. If you are, your damage output is not what it should be so I can kind of live with this. In groups it will be annoying though if you did not get a chance to use yours and then it fades away.
4. The affliction class-damage class matchup is just weird. Recklessness for Infernal to get bonus damage off I have only seen in Priest and Shaman. Very weird combos for Infernal. Apostate has Fear, but I think fear could end up being more of a pain than useful unless you WANT denizens to run away.
5. You do not need to code at all, it is simple enough to manage with highlights and a few macros. Scripting helps of course but you do not need it.
Damage on Dun fortress isn't any higher than it used to be. It's simply as Arador said: people are realising how untanky they actually are because they're not getting a kill every few seconds, and actually have to tank damage now.
This. I have had no problems hunting the areas that I hunted before, except it takes a little longer.
config ragemsg off You will no longer see messages about gaining rage when you attack denizens, rage fading, or when specific battlerage abilities come off cooldown.
But these are the only messages I want to see (the other two I am alerted through my prompt). Can it be set so that I can choose to still get my cooldown messages, but not any of the Rage gain/fade messages?
config ragemsg off You will no longer see messages about gaining rage when you attack denizens, rage fading, or when specific battlerage abilities come off cooldown.
But these are the only messages I want to see (the other two I am alerted through my prompt). Can it be set so that I can choose to still get my cooldown messages, but not any of the Rage gain/fade messages?
We're working on splitting that up into multiple possibilities now!
@Krypton Heh, I noticed the same thing. I'm sending an email out as I write this with instructions to break up the config options there.
Gagging information is pretty easy on any client. I would much rather have too much, than not enough, so I can parse out what I don't want. Config options are nice, but if it's a lot of work, I dunno. Also, if you guys do go this route, instead of lumping more options into config, why not create a new ability that allows you to parse out the information the same way tunnel vision does. Drop it into battlerage.
I don't have an undying pet, but I've been thinking... (Dangerous!)
With some testing, it doesn't work. My original idea came around from sustaining rage for the group by a single person jabbing a smaller mob to maintain rage for the party. Like punching a rat or some crap while waiting. So then my thoughts turned to the undying pets.. BUT turns out you don't gain rage from attacking pets, your own or otherwise.
The fear affliction doesn't seem to be actually doing anything.
I tested Invoke Korkma on stationary mobs, patroling mobs, and chasing mobs. I never saw a single one run away.
Am I doing something wrong? It seemed like it might be a really useful way to break up groups of mobs (depending on whether mobs automatically return to their origin room), but I can't seem to get it to work.
The fear affliction doesn't seem to be actually doing anything.
I tested Invoke Korkma on stationary mobs, patroling mobs, and chasing mobs. I never saw a single one run away.
Am I doing something wrong? It seemed like it might be a really useful way to break up groups of mobs (depending on whether mobs automatically return to their origin room), but I can't seem to get it to work.
Is it supposed to fear them out of the room, or make them simply cower? If feared out of the room it'd be very difficult to get combos off on it. So I just assumed it was more of a cowering in the room and not attacking sort of deal. No idea though personally. Was it attacking while feared?
The fear affliction doesn't seem to be actually doing anything.
I tested Invoke Korkma on stationary mobs, patroling mobs, and chasing mobs. I never saw a single one run away.
Am I doing something wrong? It seemed like it might be a really useful way to break up groups of mobs (depending on whether mobs automatically return to their origin room), but I can't seem to get it to work.
Is it supposed to fear them out of the room, or make them simply cower? If feared out of the room it'd be very difficult to get combos off on it. So I just assumed it was more of a cowering in the room and not attacking sort of deal. No idea though personally. Was it attacking while feared?
It would be pretty weird if it just cowered and didn't attack since that's exactly what amnesia/stun already do.
HELP BATTLERAGE definitely makes it sound like it should move: "The denizen flees every couple seconds for 8 seconds." I can't really imagine "flees" wouldn't mean movement.
And no, just tried it on a wolverine and it doesn't make them cower or anything.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
In regards to the 1s between abilities, I'm not really a fan of it. It's more annoying than a cooldown, imo. Instead of sending them all at once, now I just tempTimer them to send 1.15 seconds between. Nothing really changed on my end. Seems like a change for the sake of change, versus any real tangible effect on how hunting is going to go. Still early though.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
Yeah, should be able to use falcons, baalzadeens, and golems to see exact damage numbers. I have the base (12 int, no collar) shaman numbers, except for the affliction-boosted damage on the 4th ability, but don't know what modifies the damage.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
Yeah, should be able to use falcons, baalzadeens, and golems to see exact damage numbers. I have the base (12 int, no collar) shaman numbers, except for the affliction-boosted damage on the 4th ability, but don't know what modifies the damage.
Will offer to test BM stuff anytime you're available. I issued myself already and was told that Stances make no effect on the battlerage abilities. Which means the DPS is going to be static on the attacks.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
Yeah, should be able to use falcons, baalzadeens, and golems to see exact damage numbers. I have the base (12 int, no collar) shaman numbers, except for the affliction-boosted damage on the 4th ability, but don't know what modifies the damage.
Do hunting attacks do the same damage to a falcon as they do a golem? Only ever had the chance to play with one falcon, and the owners math could have been off, but I seem to remember a bit of a difference. . @Sena
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
In regards to the 1s between abilities, I'm not really a fan of it. It's more annoying than a cooldown, imo. Instead of sending them all at once, now I just tempTimer them to send 1.15 seconds between. Nothing really changed on my end. Seems like a change for the sake of change, versus any real tangible effect on how hunting is going to go. Still early though.
instead of 1.15, why not use 1+getNetworkLatency() ?
Tharos, the Announcer of Delos shouts, "It's near the end of the egghunt and I still haven't figured out how to pronounce Clean-dat-hoo."
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
In regards to the 1s between abilities, I'm not really a fan of it. It's more annoying than a cooldown, imo. Instead of sending them all at once, now I just tempTimer them to send 1.15 seconds between. Nothing really changed on my end. Seems like a change for the sake of change, versus any real tangible effect on how hunting is going to go. Still early though.
instead of 1.15, why not use 1+getNetworkLatency() ?
I'm not that advanced in coding yet. Never even heard of that function. When I started I didn't know how to make a send("hi"), so I'm making progress!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
In regards to the 1s between abilities, I'm not really a fan of it. It's more annoying than a cooldown, imo. Instead of sending them all at once, now I just tempTimer them to send 1.15 seconds between. Nothing really changed on my end. Seems like a change for the sake of change, versus any real tangible effect on how hunting is going to go. Still early though.
instead of 1.15, why not use 1+getNetworkLatency() ?
I'm not that advanced in coding yet. Never even heard of that function. When I started I didn't know how to make a send("hi"), so I'm making progress!
Assuming you're triggering the 1s timer off of the message the attack gives, your 1s should inherently incorporate one RTT of latency (it'll end up being 1s + the time it took the attack message to get to you from the sever + the time it takes your sent command to get to the server). If you're not doing that...do that.
So you're still getting the 1 + latency delay. Say your latency is 1.15, without it the delays would be 1.15 and 2.15, you probably want 1.15 and 2.3 so there's 1.15 seconds between them.
Comments
selectCurrentLine()
bg("DarkGreen") fg("white")
replace(">> "..matches[2]:title().." has come off coldown! <<")
What I use, anyway.
1. It is damn fun and adds a little bit of depth to hunting. Sure you can find a good loop and just stick to that over and over but sometimes a nice spike near the end is worth it.
2. I absolutely LOVE the effect it has had on finding things alive to kill. Even in this even, I had no problems running to stuff to murder due to the slower killing rates.
3. The rage does wear off too quickly. 20-25 seconds would be ideal, but at the moment, if the area is sparse it is just annoying. On the other hand, I do not see the reason to build up a ton of Rage. If you are, your damage output is not what it should be so I can kind of live with this. In groups it will be annoying though if you did not get a chance to use yours and then it fades away.
4. The affliction class-damage class matchup is just weird. Recklessness for Infernal to get bonus damage off I have only seen in Priest and Shaman. Very weird combos for Infernal. Apostate has Fear, but I think fear could end up being more of a pain than useful unless you WANT denizens to run away.
5. You do not need to code at all, it is simple enough to manage with highlights and a few macros. Scripting helps of course but you do not need it.
With some testing, it doesn't work. My original idea came around from sustaining rage for the group by a single person jabbing a smaller mob to maintain rage for the party. Like punching a rat or some crap while waiting. So then my thoughts turned to the undying pets.. BUT turns out you don't gain rage from attacking pets, your own or otherwise.
I tested Invoke Korkma on stationary mobs, patroling mobs, and chasing mobs. I never saw a single one run away.
Am I doing something wrong? It seemed like it might be a really useful way to break up groups of mobs (depending on whether mobs automatically return to their origin room), but I can't seem to get it to work.
HELP BATTLERAGE definitely makes it sound like it should move: "The denizen flees every couple seconds for 8 seconds." I can't really imagine "flees" wouldn't mean movement.
And no, just tried it on a wolverine and it doesn't make them cower or anything.
You don't gain rage on attacking pets or falcons, but you -can- use the abilities on them. @Sena could possibly work up DPS numbers on the various attacks through this.
In regards to the 1s between abilities, I'm not really a fan of it. It's more annoying than a cooldown, imo. Instead of sending them all at once, now I just tempTimer them to send 1.15 seconds between. Nothing really changed on my end. Seems like a change for the sake of change, versus any real tangible effect on how hunting is going to go. Still early though.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
I'm not that advanced in coding yet. Never even heard of that function. When I started I didn't know how to make a send("hi"), so I'm making progress!
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
No triggers, this is what I'm doing in my alias:
send("clearalias boom;setalias boom leapstrike &tar;queue add eqbal boom")
tempTimer(1.02, [[send("clearalias boom;setalias boom spinslash &tar;queue add eqbal boom")]])
tempTimer(2.04, [[send("clearalias boom;setalias boom strike &tar head/drawslash &tar/consider &tar/show rage;queue add eqbal boom")]])
How should it look if you want to use the latency check or whatever?
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
[ SnB PvP Guide | Link ]
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Results of disembowel testing | Knight limb counter | GMCP AB files
Suppose I would like to post a suggestion regarding the flavor of some of the abilities, how would I go about doing that?