Closed kayla-glick closed 3 months ago
List of P4 hunter changes:
Runes
New runes:
V - Resourcefulness = Trap mana cost -100% cd from 15 to 9s
V - Cobra Slayer = 5% chance per auto for MB proc, +5% for each auto. 100% on dodge. +40% AP on MB
V - Kill Shot = 100% weap dam + 138.435. 15s cd. Insta reset on 20% or lower
V - Wyvern Strike = 100% weap damage, 8s cd, Bleed for (3 / 100 * 8 * Attack power) over 8s
Include updated talents
Deleted runes:
V - Heart = baseline +200 mAP
V - Kill command, Invigoration
Old rune changes:
V - TNT = Explo initial increase 50% of mAP. Immo dot increase 50% of mAP
V - Catlike Reflexes = Kill command gone
V - Rapid Killing = Also 40% Melee AS (CD -80%)
rapid_fire.go line 26 32
V - Check Melee Specialist
raptor_strike.go line 70 cd is always 6s now
V - Check Steady Shot (100%)
V - Check DW Spec
V - Check Chimera
V - Check Explosive
V - Flanking strike = 5% all damage increase 10s, 3 stack max, pet basic ability 33% reset chance
V - Carve = 65% + 50% on primary (so 97,5 total)
carve.go Temporary: change multiplier to 0.975, actual fix = adding separate damage for nexttarget
V - Check Beast Mastery
V - Lone Wolf = 40%
V - Cobra Strike = now also from all Strikes and Mongoose Bite
To Flanking, Wyvern, Raptor, Mongoose add:
if hasCobraStrikes && result.DidCrit() {
hunter.CobraStrikesAura.Ac tivate(sim)
hunter.CobraStrikesAura.SetStacks(sim, 2)
Spells
V - Add Mongoose (include updated talents)
Talents
MM:
V - Efficiency = Also for Raptor, Flanking, Wyvern
In the getxconfig add
manaCostMultiplier := 1 - 0.02*float64(hunter.Talents.Efficiency)
In core.SpellConfig add
ManaCost: core.ManaCostOptions{
FlatCost: manaCost,
Multiplier: manaCostMultiplier,
V - Lethal Shots = also for all melee, possibly all crit though
In talents.go line 53
V - Mortal Shots = also for MB, Raptor, Wing clip, Flanking, Wyvern
In hunter.go line 238 convert to melee and add (?)
// In each of the spells add before the DamageMuliplier line
// CritDamageBonus: hunter.mortalShots()
V - Trueshot = only rAP (200 rAP)
in buffs.go update values to 0, 100, 150, 200
Gear
- Tier 0, 0.5, 1 sets
Other Notes:
- Faster OH will be better for Dual wield cause of Mongoose procs (no daggers cause of normalization)
Created a new PR for some of the easier changes #834
Have a new PR to address the minor rune changes, Rapid Fire and Cobra Strikes as well as update efficiency, lethal shots, and mortal shots talents. #839
V - Flanking strike = 5% all damage increase 10s, 3 stack max, pet auto 33% reset chance Does not reset off of pet autos - it resets off claw/bite similar to Focus Fire
Created a PR to add Wyvern Strike, pretty sure the implementation is correct but wouldn't mind getting a second set of eyes on it. link: #841
Unless I am mistaken only Kill Shot and baseline mAP of heart of the lion are left open.
Unless I am mistaken only Kill Shot and baseline mAP of heart of the lion are left open.
I think the heart of the lion ap buff is already live: https://github.com/wowsims/sod/blob/51fcbd868e76e793316e216339ba65a08ebf22fc/sim/core/buffs.go#L850
Gonna start on kill shot today
Apparently in the sim explo overwrites the immo dot. Immo dot should run its full duration while explo dot is active in the background. When Immo ends the explo dot gets active for its remaining time. Immo always takes priority.
Apparently in the sim explo overwrites the immo dot. Immo dot should run its full duration while explo dot is active in the background. When Immo ends the explo dot gets active for its remaining time. Immo always takes priority.
Hmmm I guess I misunderstood the log I was looking at, It looked to me like it was just overwritten. So the correct interaction would be: You cast Immolation Trap and 10s later Explosive trap, then immo does damage for its full duration, explosive trap causes initial damage and applies its DoT (but DoT doesn’t do damage). Immo trap wears off at 15s and explosive trap DoT has 15s left of duration so it starts doing its DoT damage?
more simply immo trap and explosive trap DoTs can exists at the same time however explosive trap DoT can only do damage if there is no immo DoT
Apparently in the sim explo overwrites the immo dot. Immo dot should run its full duration while explo dot is active in the background. When Immo ends the explo dot gets active for its remaining time. Immo always takes priority.
Hmmm I guess I misunderstood the log I was looking at, It looked to me like it was just overwritten. So the correct interaction would be: You cast Immolation Trap and 10s later Explosive trap, then immo does damage for its full duration, explosive trap causes initial damage and applies its DoT (but DoT doesn’t do damage). Immo trap wears off at 15s and explosive trap DoT has 15s left of duration so it starts doing its DoT damage?
more simply immo trap and explosive trap DoTs can exists at the same time however explosive trap DoT can only do damage if there is no immo DoT
You hit the mark there.
It looks like with the latest addition of Kill Shot, the Cobra Slayer rune has disappeared from sim
It looks like with the latest addition of Kill Shot, the Cobra Slayer rune has disappeared from sim
Looks like it was a casualty of #856
Another bug found- it doesn't look like the Trap Mastery talent (https://www.wowhead.com/classic/spell=19377/trap-mastery) is implemented in the current sim. Testing different variations of the sim with VS without the talent doesn't lead to any differences in the miss rate of either immolation or explosive trap.
The to do list has now been completed. I'm working on APL's now but already noticed some bugs/issues. Ill make a checklist for those here. I've been talking about those in discord.
Issues
- Raptor Strike sometimes queues when it shouldnt. (in no Melee specialist fights)
- Movement seems to be a little bit too slow. This makes it hard to make a weaving rotation
- (Even though minimum ranged range is 8 yd, the sim only allows proper spell cast at 9 yd) Nevermind, suddenly seems fixed.
Nevermind. I think in the end you can ignore it. Got an APL thats based on p1 weaving from someone and it works with some auto attack markers which for some reason completely fix the issue. Odd, but it all works now
https://github.com/wowsims/sod/pull/862 Trap mastery fix https://github.com/wowsims/sod/pull/864 Cobra slayer fix
One more thing that has to happen is either a toggle in settings to turn bite off, or add a condition to the Focus Fire and Cobra Slayer runes where it disabled pet specialability when you have the rune activated.
I tried to look into it but couldn't figure it out.
New issue discovered: Sniper Training currently doesnt properly lose or gain stacks in the sim on movement. Edit: Discussed with Lucenia. Uptime is available in settings but makes it random movement. Since we sim for optimal patchwerk situations Sniper Training for weaving shouldnt really be affected since min-max movement wont change stacks by more than 1. So no need movement updates right now,
To do:
V - Fix Lion AP to both ranged/melee
V - Lone Wolf 35%
- Readjust OH Raptor/Carve with OH rune (75% damage of MH or something?)
V - Fix ammo damage
- Add Bite toggle
I'll try to see if I can be of any help.
TODO