Compiled Important Posts Detailing Various Mage Mechanics

Anything mage specific not covered by any of the other subforums, like raid instance guides for mages.
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Frosted
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Compiled Important Posts Detailing Various Mage Mechanics

Unread postby Frosted Mon Jun 02, 2014 2:35 am

Having to constantly re-find blue posts explaining how mechanics work is a bit frusterating, so I'll compile the ones I've found here!


Official support of there being a 20% FoF chance bonus when IV is glyphed
Spoiler:
Image
Compiled list of spells which share diminishing returns
Spoiler:
Roots
Death Knight
• Chains of Ice (with Chilblains)Druid
• Entangling Roots
• Mass EntanglementHunter
• Charge (Tenacity pet)
• Entrapment
• Narrow EscapeMage
• Freeze Water Elemental
• Frost Nova
• Ice WardMonk
• DisablePriest
• Glyph of Mind Blast
• Void TendrilsShaman
• Earthgrab Totem
• Frost Shock (with Frozen Power)

Stuns
Death Knight
• Asphyxiate
• Gnaw (Ghoul)
• Monstrous Blow (Ghoul w/ Dark Transformation active)
• Remorseless WinterDruid
• Maim
• Mighty Bash
• PounceHunter
• Binding Shot
• IntimidationMage
• Deep FreezeMonk
• Charging Ox Wave
• Fists of Fury
• Leg SweepPaladin
• Fist of Justice
• Hammer of Justice
• Holy WrathRogue
• Cheap Shot
• Kidney ShotShaman
• Pulverize (Primal Earth Elemental)
• Static Charge (Capacitor Totem)Warlock
• Axe Toss (Felguard)
• Shadowfury
• Summon InfernalWarrior
• Shockwave
• Storm BoltRacial
• War Stomp

Incapacitates
Druid
• Incapacitating RoarHunter
• Freezing Trap
• Wyvern StingMage
• Dragon's Breath
• Polymorph
• Ring of FrostMonk
• Glyph of Breath of Fire
• Paralysis
• Ring of PeacePaladin
• RepentancePriest
• Dominate Mind
• Holy Word: Chastise
• Psychic HorrorRogue
• Gouge
• SapShaman
• HexWarlock
• Banish
• Blood Horror
• Mortal CoilRacial
• Quaking Palm

Disorients
Druid
• CyclonePaladin
• Turn EvilPriest
• Psychic ScreamRogue
• BlindWarlock
• Fear
• Howl of Terror
• Mesmerize (Shivarra pet)
• Seduction (Succubus pet)Warrior
• Intimidating Shout

Silences
Death Knight
• StrangulateDruid
• Glyph of Fae SilenceMage
• FrostjawPaladin
• Avenger's ShieldPriest
• SilenceRogue
• GarroteRacial
• Arcane Torrent

AoE Knockbacks
Death Knight
• Gorefiend's GraspDruid
• Typhoon
• Ursol's VortexHunter
• Glyph of Explosive TrapShaman
• ThunderstormWarlock
• Fellash
• Whiplash

Enhanced Frostbolt and the GCD - They have no interaction, via Celestalon in WoD Alpha TC thread:
Spoiler:
I asked that incorrectly, although asking it correctly may not change your answer. The Early Frost talent didn't reduce the Frostbolt GCD, it reduced the minimum GCD, allowing the effect to maintain full benefit even if more than 50% haste was active. That's what I meant to ask about: whether the minimum GCD reduction was in place for the perk. Sorry for the confusion.



Nope.

#15
31 minutes ago

How Multipliers like CM/Shatter interact with crit suppression, via Celestalon:
Spoiler:
"t does get affected by multipliers. Both Critical Mass and Shatter apply *after* level-based crit suppression."

Example for shatter: Confirmed: ((Crit - (level *3)%) * 2) + 50% = Crit %




Post by GC about how the Ignite Mechanic works for 5.0:

Spoiler:
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.
From a dev (I believe GC) during the MoP beta on Fireball, Pyro castimes, and Fb/Pyro/Scorch interactions with HU
Spoiler:
So, tricky under-the-hood things follow. Again, you do not need to know or understand this to use Inferno Blast effectively, or play Fire; it should “just work." But, for those interested in the gory details, here they are:
Fireball, Pyroblast, and Frostfire Bolt (which was bugged until recently) have a cap on their effective travel time.
Their effects will take place after a maximum of 0.75 sec.
The fireball visual will still travel at the same speed, but you’ll see the damage number pop up and get the Heating Up proc after 0.75 sec, even though the fireball visual is still traveling through the air.
We normally prefer the game to feel more visceral, by tightly syncing visuals to effects, but this change felt worth the gameplay benefit to us. In a future patch, we may be able to hasten the visual to match.
If you have Heating Up, and get a non-crit, then Heating Up gets removed, as expected.
However, if the non-crit came from a spell with a travel time, or from Scorch (which is supposed to be able to replace Fireball rotationally while moving), then we delay the removal of Heating Up by 0.25 sec.


Does Critical Mass improve Enhanced Pyrotechnics? Yes! Confirmed by Celestalon via twitter
Spoiler:
Frost ‏@Frost1129 23m

@Celestalon Does the +5% of Enhanced Pyrotechnics get improved by Critical Mass?


Celestalon ‏@Celestalon 20m

@Frost1129 Yes.

https://twitter.com/Celestalon/status/4 ... 7528521728" target="_blank
Does Critial Mass work with Improved Pyroblast? Yes. Confirmed by celestalon via. Twitter
Old post from Lhivera about Non-obvious Mage Mechanics. Due to many new perks being re-hashed (out right copied) old talents, this may prove useful to all specs.
Spoiler:
http://web.archive.org/web/201111080354 ... /969937068

Important part:

Early Frost

Q: How exactly does Early Frost work? Is it activated or what?

A: Early Frost is not activated. It has an internal cooldown, and activates automatically every time that cooldown ends. If you cast a Frostbolt that is hasted by Early Frost, then 15 seconds after you began casting that Frostbolt, Early Frost will reactivate.

Q: Doesn't Early Frost push Frostbolt's cast time below the global cooldown? Doesn't this keep you from getting full benefit?

A: The Frostbolt you cast while Early Frost is active will trigger a 1.0 second GCD, rather than one of normal length. This allows you full benefit up to 40% haste.

Q: Early Frost seems to be consumed when I start casting a Frostbolt even if I don't finish! What's up with that?

A: This likely is designed to prevent you from exploiting latency to chain-cast two hasted Frostbolts in a row. Note that it also kicks off the cooldown when you start casting rather than when you finish, which means it's back up a little bit sooner as well. Ideally, this would be fixed, but it may not be possible given the limitations of client/server communication.
Comet Storm / Meteor Stat Timing. By Celery Sticks in the WoD Beta TC thread
Spoiler:
http://us.battle.net/wow/en/forum/topic ... age=16#301

Comet Storm Stat Timing
A missile is fired every 200ms (first at t=0), total of 7 missiles. Stats are used at that fire time on each missile (very similar to how Arcane Missiles works). The missile has a 1.0sec travel time.

Meteor Stat Timing
This one is a bit more complex. It has a 3.0/Haste delay. Exactly 1.0sec before the intended impact time, a missile is fired (and that's when stats are used), which has a 1.0sec travel time. The burn DoT is fully dynamic.

Example: Lizzy the Fire Mage has 42% Haste. She casts Meteor in front of her, anticipating the movement of the Murloc charging toward her. The Meteor has a 2.113sec delay on landing. At t=1.113, the missile starts falling, and her stats are recorded. At t=2.113sec, the Meteor lands, just as the Murloc enters the target area (because she's awesome at timing these things). The Murloc looks momentarily shocked, and then realizes that he's splattered in 5 directions, and each of those pieces is on fire, and that he's dead. Lizzy giggles. Poor Murloc.
Last edited by Frosted on Thu Oct 16, 2014 7:39 am, edited 12 times in total.
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Re: [Blue] Compiled Important Blue Posts

Unread postby Frosted Sun Jun 08, 2014 3:28 am

Added CM/EnhPyro clarification.

Added CM/ImpPyroblast clarification
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Re: [Blue] Compiled Important Blue Posts

Unread postby Frosted Mon Jun 09, 2014 6:50 pm

Added an old post by Lhivera that may prove useful for Enhanced Frostbolt.
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Mon Jun 09, 2014 10:43 pm

Added multipliers and how they interact with crit suppression
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Tue Jun 10, 2014 6:56 am

Response to the question of Enhanced Frostbolt effecting the GCD as Early Frost used to added.
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Mon Jul 21, 2014 1:31 am

Added Meteor / Comet storm stat timing.

Celestalon is here-by referred to as Celery Sticks.
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby nathyiel Mon Jul 21, 2014 1:21 pm

list of diminish return

http://blue.mmo-champion.com/topic/3265 ... f-draenor/" target="_blank
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Frost rocks on cleave but Fire reigns on AoE. Where is Arcane ?
nickseng
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby nickseng Thu Jul 24, 2014 3:37 am

Just wanted to add that instead of using web archive to find Lhiv's post, you could just go to his website.
http://lhiveras-library.com/" target="_blank
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby nathyiel Thu Jul 31, 2014 5:09 pm

How stat are calculated :: http://www.sacredduty.net/2014/07/31/tc ... alculated/" target="_blank

(and this post need a sticky)
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Frost rocks on cleave but Fire reigns on AoE. Where is Arcane ?
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Frosted
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Thu Aug 07, 2014 12:55 am

list of diminish return

http://blue.mmo-champion.com/topic/3265 ... f-draenor/" target="_blank
Added in a more permanent manner (i.e. not using any links)
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Frosted
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Thu Aug 07, 2014 12:56 am

Just wanted to add that instead of using web archive to find Lhiv's post, you could just go to his website.
http://lhiveras-library.com/" target="_blank
Most of what I've added from Lhiv was posts on beta forums back in Cata/MoP and is no longer accessible except though the way-back-when machine
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Frosted
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Thu Aug 07, 2014 12:58 am

How stat are calculated :: http://www.sacredduty.net/2014/07/31/tc ... alculated/" target="_blank

(and this post need a sticky)

This looks to be more related to Armor / Stamina, which are stats not associated with mages.
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Frosted
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Re: Compiled Important Posts Detailing Various Mage Mechanic

Unread postby Frosted Thu Oct 16, 2014 7:39 am

Added support for there being a 20% hidden buff to FoF proc chance during IV when it is glyphed.

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