Shoot's World First Tectus - Hunter Solo




Hey y'all,  I just moved, and don't have internet at my new place yet.  So I can only post at work. While I'm still gone, watch how amazing Shoot is.

Follow this thread at Elitist Jerks to keep up to date with ridiculous feats of hunter soloing!

Blizzcon Hunter Party



Planning is underway for the Hunter Party at Blizzcon this year.  Come and hang out with your fellow Hunters.  We had a lot of fun and a lot of booze last year, should be even better this year.

If you're interested in coming, you don't even have to have blizzcon tickets, you'll get to see just as many cool things by just hanging out at the Hilton bar all weekend!  Be sure to sign up on this here spreadsheet, and if you have the means, through in a few bucks on our GoFundMe site.

Funders will get first shot at swag, but hopefully we'll have enough for everyone. I'm looking forward to seeing/meeting y'all!

Stat Conversions & Ability Formulas

**Updated for patch 6.2.0**
This is about a week late from the last hotfixes, but here's the updated list.

Hunter Stat Conversions


Ratings

1 Agility = 1 Attack Power

110 Crit Rating = 1% Chance to Critically Strike
90 Haste Rating = 1% Increased Haste
66 Multistrike Rating = 1% Chance to  Multistrike
130 Versatility Rating =  1% Increased Damage
260 Versatility Rating = 1% Decreased Damage Taken

Weapon Damage Normalization:

WD + 2.8*RAP/3.5

Global Cooldown = 1 second


Focus Regen

Base Regen = 4 focus per second
Focus Regen per Second with X% Haste = 4*(1+X/100)

Cast-time

Cast-time with X% Haste = CT/(1+X/100)
Cast-time with Rapid Fire = CT/((1+X/100)*(1.4))
Cast-time with Ancient Hysteria = CT/((1+X/100)*(1.3))
Cast-time with RF & AH = CT/((1+X/100)*(1.4)*(1.3))
Cast-time with Focus Fire (5 stacks) = CT/((1+X/100)*(1.3))
Cast-time with FF and AH = CT/((1+X/100)*(1.3)*(1.3))

Mastery by Spec


MM-

Base Mastery = 5% Increased Damage, Crit Damage and Shot Range
176 Mastery Rating = +1% increased Damage, Crit Damage and Shot Range

SV-

Base Mastery = 9.52%
92.5 Mastery Rating = +1% Increased Elemental Damage

BM-

Base Mastery = 18%
~49 Mastery Rating = +1% Increased Pet Damage


Hunter Pet Stat Conversions at level 100 in Warlords of Draenor:

Pets Gain:

100% of hunter armor

60% of hunter AP
70% of hunter Stamina
100% of hunter Haste + 10% Attack Speed
100% of hunter Crit + 10% Crit
0% of hunter increased Crit Damage
100% of hunter Multistrike
100% of hunter Versatility
125% of hunter focus regen

Survival

Beast Mastery 


Marksmanship




Hunter Ability Formulas

AbilityFormulaPhys.SVMBMMMMM
Aimed Shot5*(WD+2.8*AP/3.5)XX
Arcane Shot1.265*(WD+2.8*AP/3.5)X
AutoshotWD+2.8*AP/3.5XX
Barrage9.6*(WD+2.8*AP/3.5)XX
Black Arrow.709*AP (per tick)X
Chimaera Shot6.6*(WD+2.8*AP/3.5)X
Cobra Shot.759*(WD+2.8*AP/3.5)X
Dire Beast.5714*APXX
EM: Incendiary.2645*(WD+2.8*AP/3.5)XX
EM: Poisoned.4232*APXX
Explosive Shot2.35*APX
Explosive Trap1.07525*APXX
Focusing Shot1.75*(WD+2.8*AP/3.5)XX
Glaive Toss3.3212*APXX
Kill Command1.632*APXX
Kill Shot7.85*(WD+2.8*AP/3.5)XX
Multi-Shot0.52*(WD+2.8*AP/3.5)XX
A Murder of Crows9.75*APXXX
Powershot5.175*(WD+2.8*AP/3.5)XX
Serpent Sting.9*AP (per tick)X
Steady Shot.8625*(WD+2.8*AP/3.5)XX
Pets
Pet Basic Attack1.5*.6*AP*2/3.5XX
Pet Melee Attack2*.6*AP/3.5XX
Set Bonuses
Fel Boar1.6*(2*AP/3.5)XX
Shadow Nova.288*APX

Note that in game tooltips are not always changed when hotfixes are applied, so they will often show different amounts.  Because websites like wowhead and wowdb use the in-game client information to build their sites, they will also often show outdated information.   I'll be attempting to keep this list updated every time there is a hotfix, though if anyone sees one I missed, feel free to leave a note in the comments below, and I'll get them updated.

SVM, MMM and BMM stand for Survival Mastery, Marksmanship Mastery and Beast Master Mastery, and indicate which shots are affected while in the respective specs.  "Phys" stands for Physical Damage, and as such, abilities which will have their damage reduced by the target's armor (.6507 modifier when calculating damage done by a level 100 player against a level 103 raid boss).  

Raiding 101: the Spread Defense

I came back from vacation just in time to enjoy some long, long nights of wiping to Archimonde. While doing so, I noticed an issue some of our newer (and to be honest, even some of our more veteran) players were having when attempting to perfect the various spreading and stacking mechanics of the fight.

For anyone who's been raiding for even more than just a tier, you'll surely have noted that perhaps the most common mechanic in WoW raiding is spreading and stacking.  There's often a little twist on it; like only certain people spreading, or stacking on a spot on the ground vs stacking on a person, etc. When it comes to learning to raid, though, you'll find yourself repeating this same basic mechanic in most fights.

As I mentioned, several people were having a lot more trouble with this than I would have thought, so I thought it'd be fun to write down some of the unwritten rules of spreading.  Hopefully these are things you all already do without even thinking about it, but if you don't, now is as good of a time as any to start.

Delirium's Rules of Efficient Spreading:

  1. The Range Meter is your Friend
    When you're raiding, most boss mods (like DBM or BigWigs) will automatically show a Range Meter on fights where it is important.  If not, you can type "/range x" (with x being the number of yards you want to set the range meter for), and you'll see a lovely circle appear on your screen. This circle represents your range. If I type "/range 8" and there is no one within 8 yards of me, the circle will appear green; if there is someone within 8 yards of me, it will appear red (in addition it will show a player's dot if they are close, but not within range).

    This is your best friend when spreading.  It should be somewhere on your screen where you can easily see it. To make this perfectly clear, if you do not have a range meter showing, you are raiding wrong.
     
  2. Know When to Keep Moving: Creating the Spread
    Now that you have your range meter displayed, and it's time for you to spread, a basic rule of thumb is when you're moving, do not stop moving until your range meter turns green.

    If you run into someone else's range, your meter will be red.  Especially in larger raid groups, this is bound to happen when spreading from a single stack point, and that's ok.  What isn't ok, is once you've moved into someone else's range, stopping, and starting a cast. It is never ok to pursue higher DPS at the cost of raid mechanics, especially when that higher DPS you'll do will  be negated by lowering the DPS of the person whose range you're now standing in, because they'll then have to stop casting and move (the exception to this is if you have a boss on farm, and have cleared with your raid leaders and raid that you are going for rankings, but even in this case, you're not being a good raider, you're just playing the ranking meta-game).

    There are exceptions to this rule, which will be further spelled out in rule 4.  Primarily, if you're a healer and you need to stop moving and cast in order to keep someone alive, or you have an assignment to use a raid-wide CD.  This can almost always be mitigated by planning ahead, however.
     
  3. Know When to Stop Moving: Holding the Spread
    An odd rule, perhaps, as Spreading is about moving away from eachother, but one of the quickest ways to ruin another player's day, is when everyone has spread out and found a nice spot for themselves, you keep readjusting yourself, and getting within their range.  This applies even more so to hunters and druids, who may often enjoy jumping around.  Calm down, stay still.

    What I think happens, is Player A will be in between casts, perhaps they're now putting up a dot or some instant cast, and they feel like moving around a little bit, because they can. When that GCD is over, they stop moving to start their next cast. If, however, they landed in Player B's range, who is of course busy casting something, Player B must then break their cast, move out of range, and then start over.  So while your movement may not have hurt your own rotation at all, it's very likely it hurt someone else's.
     
  4. Priority in Spreading is: Healers, Casters, Hunters. 
    What this means, is when all ranged are standing on a stack point, and you all then have to spread, the people who move the least should be healers. If your group is spreading, and your healer needs to stop moving so they can start casting heals, you need to keep moving.

    Next come the casters.  Because, especially on progression when people are learning fights, their DPS will hurt the most from movement, warlocks and spriests will get slightly higher priority in stopping than mages or boomkins, but in general, all casters should move as far away as they need to in order to be out of the healer's ranged, and then get back to damage dealing.

    Finally, we hunters, as always, get the most movement, as we are least affected by it.  Yes, this means Marks hunters also (remember to burn through your focus while sniper training is still up, then while it's down, rebuild focus with cobra shots or focusing shot, which don't benefit as much from the damage/crit buff of sniper training anyway).
     
  5. Be Predictable and Pay Attention to Those Around You:
     
    Everyone has a pattern; you might not notice it if you don't look for it, you might not even notice your own, but everyone does. If you see someone always moves in the same direction remember that. The time will come when you need to get away from them and knowing which way they move by default will help.
     
  6. The other side of this, is you also want to be as predictable as possible, so your fellow raiders can fairly accurately guess where you're going to be. You may not be able to go to the exact same place every pull (everyone hates the player who gets possessive over starting in the exact same place, or always having the exact same role), but you can try to move in the same general way each pull. (Thanks to the Grumpy Elf for this rule)

  7. Move in Y's, not in U's or Zigzags
  8. This one is really more of a tool than a rule, but I'm including it anyway, because I couldn't think of a better place to put this.  Everyone has, on occasion, run into an issue where they are trying to spread, and another person is running in the exact same direction as you.  Then you go to turn back, and they somehow turn back at the exact same time. In this situation, the trick is to move in a Y, instead of turning around or zigzagging. There will pretty much never be a time when two people are in the exact same place, especially when running; but it is fairly common that two people will be running in the same direction.  So which ever side you're on (even if you're just slightly right or left of the other player), you want to turn 30 - 45 degrees from them, and keep running.  If both players do this, they'll be out of range of each other very quickly, without risking getting in the way / in range of someone else behind you.   
These are of course very basic rules, and most players who have been paying attention to raiding for any amount of time should do these things unconsciously, but I'm sure we've all been in groups where normally smooth runs were ruined by someone not stacking or spreading properly. So here they are. Now get out of my gd range!


Vacation Time of Year


Just to let anyone know who happens to stop by here: Thrillofthewild won't be updated for at least another week and a half, as I'll be in the IRL wilderness for some backpacking, camping and canoeing.

Hope everyone is having a good summer, or winter if you're on the other side of the globe!

~Delirium

PSA: Focus Fire is Currently Broken



***All of the following has at this point been fixed.  Kindly disregard. :-P

A Stampede Bug?

A friend mentioned to me that she'd heard Stampede wasn't doing as much damage as people were expecting, and since I'm not raiding tonight, I decided to look into it.

The first thing I tested was the damage done by Stampede, both as BM and as MM.  With no gear on at all, I have the following stats:

Survival6.24.15
Agi1596
AP1756
Pet AP1054
Other StatsN/A
BM6.24.15
Agi1596
AP1756
Pet AP1054
Mastery18%
Other StatsN/A

As Marksman, my Stampede pets did 588 damage each regular hit against a raid level target dummy, with a few 587s thrown in there. Using the formula you'll see in the Hunter Stat Conversions and Abilities page, we know that the formula figuring out a stampede pet's damage is:
2*AP/3.5)*0.6507*1.5
That is, AP damage function, times the reduction for Armor, times combat experience, which brings us to 587.63787,  which is what we expected.

As BM, my stampede pets did 786 damage under the same circumstances, with an occasional 785. As BM, the formula for a stampede pet is:

(2*AP/3.5)*.6507*1.18*1.7

As BM the difference is including Mastery, as well as increasing Combat Experience to a 70% buff from a 50% buff. That gives us 785.8677,  which is again, what we expected.

So I was about to say that people were mistaken, and there was no problem with Stampede (haste was still affecting Stampede correctly, as well as other stats, and the duration was still correct).  However, my last test, on a whim, was to look at how Focus Fire affected Stampede.

Focus Fire is Currently Broken

The picture at the top here shows a graph of my, and my pets' Attack Power changing as I use Focus Fire. As you'll notice, my pet's AP is not changing when FF is cast, it stays the same the entire time. When I switch to the Damage Done Events tab, I can go through all of the hits by my stampede pets, and nothing changes when FF is cast. 

After that, I went and set up a similar test for normal BM pets, and Dire Beasts.  It turns out no pets are inheriting the AP buff from Focus Fire.  As our pets tend to do at least 60% of our damage as BM, that means that we're currently getting less than half the benefit from Focus Fire.
I am 99% certain that this is a bug, and not intentional.  And I think we'll see it fixed by the end of the week, maybe even tomorrow morning.  

For the time being, be very cautious if you've been wanting to play BM.  It is not working as you might expect it to.

**UPDATE**

Effinhunter, who maintains the guides over on the hunter forums at Elitist Jerks, noted that in the character pane, our hunters' AP was not changing when we used Focus Fire.  This makes it a very bizarre bug, as from the picture at the top of this entry, you can see that advanced combat logging is showing our AP increasing.  So I ran some test on hunter abilities (which you can find here, if you're interested; in the query pin, change Absent to Present on the Focus Fire buff to see both sides of the data, or remove the pin to see it all) which gave me the following results:


W/o Focus Fire
Arcane avg 1759
Cobra Shot avg1054
Auto Shot avg753
W/ Focus Fire
Arcane avg1759
Cobra Shot avg1055
Auto Shot avg752

(If you're wanting to do the math, that's wearing no gear except a white bow with a 1-3 damage range, other than that all stats are the same as the test above.)

As you can see, there's no change in the damage done from Focus Fire's AP buff. For all practical purposes, this means that FF is currently working as the Empowered Focus Fire perk was never added.

Paying Your Dues: Running Your Own Sims

A Little History

Back when he was running the Warcraft Hunters Union, Frostheim had a little saying that he's still well known for: Pay Your Dues.

There may be several things you can take from that simple statement, but what he meant was: do everything you can to perform your role as best as possible, regardless of how small of an increase you're going to make; like never bringing a tenacity bear when you could be bringing a ferocity pet.

This is a tenant that many hunters have really tried to take to heart over the years, but I think it could always bear repeating.

Can Someone Link Me a Spec DPS Chart?

The thing that's been bothering me lately, as I've been trying to keep my eyes on the SimC IRC, is the number of people asking for a comparison chart of all the DPS specs, and the benefit they'll get from the set bonuses, when they could very easily make the same chart themselves, or better yet, do the comparisons for their actual character, with their actual gear.

To clarify here, I think the people who go through the trouble of making these and sending out links to the general wow population are doing a good thing. It's useful information, and that's always good to share.  But, there's a reason people need to pay their dues.

As with anything, data without context is rarely helpful, and often leads to misinformation. To understand those charts, you need to have at least a basic concept of how SimC works.  When the chart was made, the user had the option of comparing many things. They may have been comparing the preset APL with the pre-set BiS lists, or they could have been using their own APLs and gear lists.  They can compare off-set pieces to tier pieces with set bonuses, or they can compare tier pieces with the set bonuses turned off to tier pieces with the set bonuses turned on.  The same goes for checking the comparisons with the previous tier's set bonuses.  They could actually put in the previous tiers gear, or they could use the current tier's gear and artificially add the previous tier's set bonuses.

And the thing is, all of these are meaningful, useful comparisons to make, so long as the user knows what data they're looking at.  If you then are getting a link to this chart from someone who saw it linked on twitter, there's a good chance you won't know all the settings the person who created it used. And the data then will have almost no reasonable application to how your guild distributes loot.

Of course, a lot of wow players have some big names that they've decided to trust.  I'm totally fine with that.  If you're team decided they're going to base how they hand out set pieces on how some guy from Midwinter described it, you'll end up doing ok. It'll be good enough.

Paying Your Dues

The trouble is, what's good enough for the support classes is not what our goal should be.  Our goal is to do everything we can to perform our role as best as possible.

If you want to know how much a set bonus is going to benefit you, import your character from the armory, and start running some sims. Check yourself with the gear you currently have, and compare it to if you were to switch out two of your tier 17 pieces with two new tier 18 pieces.  Look at how that affects your stat scaling. Then, try the same test, but head over to your options tab first, and try some different fight styles.  I promise, it won't take that long.  Then you can go to your Raid Leader, and say with confidence that you need this item as soon as possible, but that other item, you can pass it to someone else until another drops. You're not only helping yourself, but you're helping your entire raid team, as others who need it more might get a chance to get their set bonuses first, or you'll get it and then do amazing DPS, helping everyone down the boss faster.  Either way, the whole team is better off.

When I first started writing this, I was planning on putting a little disclaimer at the end.  I was going to say something like "you know, if you're in a fairly casual, friends and family type guild, none of this probably matters", and to some extent, that's true. Most more casual guilds aren't going to hand out loot based on who it benefits more anyhow.  But, after looking through old WHU posts for links, I've decided to leave that part out (other than that I'm telling you about it right now).  Instead, I want to say this, it doesn't matter if you're in the race for mythic world first, or your only goal is to finish normal mode before the next tier comes out, do absolutely everything you can to perform your role as well as possible.  If that means spending an extra ten minutes running some sims on yourself before raid, or spending a half hour over the weekend learning how to read sims, there are worse ways to spend your time.