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[FIXED] [Monk][Windwalker][PvE][PvP] Combat Conditioning (Blackout Kick DoT stacking)

 
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Lorne

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Post Posted: 08-09-2015, 10:31:59 | Translate post to: ... (Click for more languages)

WoW Freakz spell link: https://www.wow-freakz.com/spells.php?spell=128595 (wowhead link)
Bug description: Currently, the DoT does NOT stack.
Proof: Excerpt from http://us.battle.net/wow/en/forum/topic/8178187904

Code:
Ahhh, Ignite mechanics. What a storied history they have.

While there have been several versions of Ignite and similar effects, historically, the general goal for quite a while now has been for this sort of effect to be simply a way to move part of the damage from an attack into a DoT, to reduce burst, and add flavor. And since these attacks were likely to happen again before the DoT finished, each one needed to "roll" the damage left over from the previous DoT into the new one. However, that damage rolling processing has always been somewhat delayed. That leads to the “munching” problem (two hits could land at nearly the same time, and the first one wouldn’t have been processed yet when the second one lands, leading to the first one’s DoT getting overwritten by the second one’s).

However, we got some code changes done in 5.0 that handles rolling periodics better. If Blackout Kick does 20% of its damage as a DoT, then at the end of the fight, Blackout Kick’s DoT should have done exactly 20% of the damage of Blackout Kick (barring any rounding errors or overkill of course). The actual logic involved is rather simple: When reapplying this DoT, take the damage left in the previous DoT and distribute it evenly across the new DoT’s ticks. Do remember that refreshing a DoT refreshes it to the full duration, plus the next tick (so that you can clip DoTs by 1 tick and have no loss).

For example, suppose Blackout Kick does 20% additional damage as a DoT that ticks every 2 sec, for 4sec.

0sec: Blackout Kick lands for 100 damage. DoT applied, with 4sec remaining, doing 10 damage per tick.
2sec: Blackout Kick DoT ticks for 10 damage. 2sec remaining, still 10 damage per tick.
3sec: Another Blackout Kick lands, and this time it crits, for 200 damage. The DoT is refreshed and extended to 4sec past the next tick; 5sec remaining, or 3 ticks. It needs to do a total of 10 damage still from the previous DoT, and 40 more for this one, for a total of 50 damage over 3 ticks, so ticks for ~17 damage, 3 more times.
4sec: Blackout Kick DoT ticks for 17 damage. 4sec remaining, still 17 damage per tick.
6sec: Blackout Kick DoT ticks for 17 damage. 2sec remaining, still 17 damage per tick.
8sec: Blackout Kick DoT ticks for 17 damage, and expires.

Hope that helps.

Spells that use this mechanic include: Ignite, Blackout Kick, Echo of Light, Devouring Plague, Touch of Karma, Hand of Gul’dan, Bloodbath, Temporal Shield, Piercing Shots, Explosive Shot, and several set bonuses.

One additional addendum on the Ignite things: Explosive Shot does not do this in your current build, but will in the next. The others should all work that way in your current build.

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Sanctify

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Post Posted: 20-09-2015, 00:17:50 | Translate post to: ... (Click for more languages)

confirm
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Lorne

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Post Posted: 21-09-2015, 18:27:01 | Translate post to: ... (Click for more languages)

I tried to provide proof with screenshots, but Skada doesn't separate the direct dmg from the DoT part. Can anyone with Recount post some screens (given that Recount actually seperates the two)?
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Dreadblade

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Post Posted: 21-09-2015, 23:08:12 | Translate post to: ... (Click for more languages)

No need, I already tested it myself.
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Shocker

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Post Posted: 30-09-2015, 18:16:57 | Translate post to: ... (Click for more languages)

Fixed

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Topic is closed, you cannot post any messages in it anymore

Locked by Shocker, 30 September 2015 16:16



 
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