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Quicksand

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Post Posted: 10-09-2017, 00:17:19 | Translate post to: ... (Click for more languages)

Please provide feedback here on Ignite's damage after this goes live: https://forum.wow-freakz.com/Mage-Fire-Ignite-t488189.html
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alexx_fth

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Post Posted: 10-09-2017, 00:19:32 | Translate post to: ... (Click for more languages)

Quicksand wrote:
Please provide feedback here on Ignite's damage after this goes live: https://forum.wow-freakz.com/Mage-Fire-Ignite-t488189.html


First of all i wanna thank you for your work. I will test it as soon as my game downloads:)))


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Quicksand

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Post Posted: 10-09-2017, 01:00:57 | Translate post to: ... (Click for more languages)

I'm getting ~80k average tick in 844 gear (no legendaries, trinket, food buff, potion, etc)

Using 880 gear with trinket, Marquee Bindings, food buff, pot, augment rune and BL gets me up around 750k dps peak, ignite having max tick ~200k ticks @ 21% mastery (single target). And I suck with fire mage, you guys should be able to easily go past that

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Quicksand

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Post Posted: 10-09-2017, 09:53:14 | Translate post to: ... (Click for more languages)

It's live -

@alexx_fth @Lemonbunnie @Pinocchio Evreiesc

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Lemonbunnie

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Post Posted: 10-09-2017, 10:08:03 | Translate post to: ... (Click for more languages)

Testing now.
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alexx_fth

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Post Posted: 10-09-2017, 10:43:34 | Translate post to: ... (Click for more languages)

Dunno what to say..
http://imgur.com/a/3eMEz


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Quicksand

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Post Posted: 10-09-2017, 11:05:29 | Translate post to: ... (Click for more languages)

You said before it was on the 5th place in damage rankings, it's now up to second place, almost the same damage as pyroblast did.
Average 140k, max 261k. You tell me it's still not okay? I keep looking at logs from my guild at the end of 7.1.5 (in NH gear => upgraded legendary, set bonuses, etc), they are having ~same Ignite O.o



Update @ 10-09-2017, 12:05:29

I see a huge difference between http://i.imgur.com/Nhu1o8C.jpg (pre-fix) and http://i.imgur.com/AN2FNSM.jpg (post-fix).

25k avg => 140k avg

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alexx_fth

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Post Posted: 10-09-2017, 11:16:52 | Translate post to: ... (Click for more languages)

Yes, it is better than yesterday, of course. I tested only on single target, now i want to see how it works on aoe spread.

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Quicksand

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Post Posted: 10-09-2017, 11:24:39 | Translate post to: ... (Click for more languages)

Also, 29 seconds fight at Dargrul should not really be decisive -
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alexx_fth

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Post Posted: 10-09-2017, 11:34:04 | Translate post to: ... (Click for more languages)

Quicksand wrote:
Also, 29 seconds fight at Dargrul should not really be decisive -


That's also true - But i wanted to see how high will raise ignite with burst on single target.


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Quicksand

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Post Posted: 10-09-2017, 11:50:02 | Translate post to: ... (Click for more languages)

I wonder how smart should be Ignite's spread Thinking should it always choose a target that as no Ignite on it over targets that are already affected?

I'm thinking of implementing something like this: first check if there's a unit without ignite in range => apply on them. if there's no such target (all nearby enemies are affected), search for the lowest Ignite and override that.

Although I'll need to check if it's the case on retail

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Lemonbunnie

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Post Posted: 10-09-2017, 11:53:29 | Translate post to: ... (Click for more languages)

This was mos 14 teeming: http://i.imgur.com/eVPepXN.jpg

Ignite spread is still shit, I'm gonna come back after a single target test.

And i think the issues is not the spreading of ignite, but ignite getting overwritten.

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Quicksand

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Post Posted: 10-09-2017, 12:05:10 | Translate post to: ... (Click for more languages)

The fix was not meant to fix spreading, the original topic said that single target damage was way too low, which was a correct assumption. Current spreading mechanism just selects a random unit and applies DoT. It's nothing smart about spreading (nothing like I mentioned in my previous comment).

Update @ 10-09-2017, 12:57:53

One ignite can ONLY overwrite another if its damage is higher Thinking and only Ignites that were not applied by spreading can spread further.

Update @ 10-09-2017, 13:05:10

Okay, I tested on retail with 4 targets:

Applied Ignite to only one.
First spread tick => affected a second unit
Second spread tick => all 4 units were affected.

It means that regardless how Ignite was applied, it SHOULD spread further. As of now it spreads like: 1, 2, 3, 4, 5, but it should spread like, 1, 2, 4, 8, 16, 32 => making a huge difference in AoE fights

I will implement it like that on our server as well, also will make it smarter => always prefer targets without Ignite, then always choose the lowest Ignite to overwrite

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Lemonbunnie

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Post Posted: 10-09-2017, 12:20:14 | Translate post to: ... (Click for more languages)

Quicksand wrote:
The fix was not meant to fix spreading, the original topic said that single target damage was way too low, which was a correct assumption. Current spreading mechanism just selects a random unit and applies DoT. It's nothing smart about spreading (nothing like I mentioned in my previous comment).

Update @ 10-09-2017, 12:57:53

One ignite can ONLY overwrite another if its damage is higher Thinking and only Ignites that were not applied by spreading can spread further.

Update @ 10-09-2017, 13:05:10

Okay, I tested on retail with 4 targets:

Applied Ignite to only one.
First spread tick => affected a second unit
Second spread tick => all 4 units were affected.

It means that regardless how Ignite was applied, it SHOULD spread further. As of now it spreads like: 1, 2, 3, 4, 5, but it should spread like, 1, 2, 4, 8, 16, 32 => making a huge difference in AoE fights

I will implement it like that on our server as well, also will make it smarter => always prefer targets without Ignite, then always choose the lowest Ignite to overwrite


Now that would be sexy.

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alexx_fth

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Post Posted: 10-09-2017, 12:24:41 | Translate post to: ... (Click for more languages)

Lemonbunnie wrote:
Quicksand wrote:
The fix was not meant to fix spreading, the original topic said that single target damage was way too low, which was a correct assumption. Current spreading mechanism just selects a random unit and applies DoT. It's nothing smart about spreading (nothing like I mentioned in my previous comment).

Update @ 10-09-2017, 12:57:53

One ignite can ONLY overwrite another if its damage is higher Thinking and only Ignites that were not applied by spreading can spread further.

Update @ 10-09-2017, 13:05:10

Okay, I tested on retail with 4 targets:

Applied Ignite to only one.
First spread tick => affected a second unit
Second spread tick => all 4 units were affected.

It means that regardless how Ignite was applied, it SHOULD spread further. As of now it spreads like: 1, 2, 3, 4, 5, but it should spread like, 1, 2, 4, 8, 16, 32 => making a huge difference in AoE fights

I will implement it like that on our server as well, also will make it smarter => always prefer targets without Ignite, then always choose the lowest Ignite to overwrite


Now that would be sexy.


It sounds really good. On single target as i said, it seems to be a bit of an improvement, but i think it needs more testing -


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