2013/02/09

1tank 2fog LeiShi memo (2013/02/10l更新)



メモ

①Hide or Get Awayは1set 2サイクル
(例)
はじめにHideが着たら次はGet Away
でもって、その次はHide か Get Awayというランダム要素
3回目が仮にGet Awayだったら次はHide


②Fog Tankの動き

  • Fogは20Stack Keep
  • Get Awayの時はin
  • Hideの時は一旦外で待機して、LeiShiが出てきたらin、時間が切れそうになったらRangeと交代
  • addsはFog Tankが円外で抱える



③Range Fogの動き

  • 図参照

④extra Fogを追記




2013/02/06

Heroic Lei Shi (25man)

最近Combat LogからFog要員の数をしらべてみる


http://www.worldoflogs.com/reports/0gf1egslhrvf2n71/analyze/dt/target/?s=4019&e=4438
3rd Tank(mnk)一人とRange一人(shadow)がFog要員

http://www.worldoflogs.com/reports/rt-tn5587qjmta9q43d/analyze/dt/target/?s=12449&e=12842
Range二人(KinとHunter)がFog要員


http://www.worldoflogs.com/reports/i7dfrpw60ztjm5v1/analyze/dt/target/?s=2406&e=2816
Range一人(kin)がFog要員(Kinが外にいるときに補助があるとは思う)


http://www.worldoflogs.com/reports/rt-8tvojiex3oo4fkca/sum/damageTaken/?s=7509&e=7882
3rd Tank(mnk)一人、Range一人(hunter)が主要Fog要員、補佐でHunter一人あり


http://www.worldoflogs.com/reports/rt-or045ct0rgnnu1k7/analyze/dt/target/?s=3257&e=3659
3rd Tank(war)一人、Range二人(Mage & Wlk)がFog要員






2013/02/05

Jin'rokh the Breaker (下書き)


Fluidity - All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 100% increased Nature damage.

Conductive Waterの上に立つとFluidityを得る。FluidityはHealing40%up Damage40%upのBuff、しかしConductive Waterの上に立つと、受けるNature Damageが100%upする
ちなみにConductive Waterは時間と共に広がる

  • Conduction - Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water
幾つかのBoss AbilityはConductive Waterを通じてダメージを与えてくる
  • Electrified Waters - Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45,500 Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 100% increased Nature damage.
Conductive WaterにStrom エネルギーを注入しElectrified Waterに変える、この中ではFluidityの打ち消すと共に、全てのPlayerに45,500 Nature Damageを毎秒与えてくる。さらにConductive WaterにたっているとNature Damageは100%upする

Static Burst - Jin'rokh the Breaker performs a quick strike, dealing 130,000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.


130,000 Nature Damage、さらに 3秒後、追加効果としてStatic Woundの効果を与える
  •  Static Wound - Jin'rokh the Breaker statically constricts the target, inflicting 19,500 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces in potency over time.
Melee attackを受けるたびに19,500(nature)の追加ダメージを与える。さらにMelee attackを受ける度にStackしていく。ちなみにStatic Woundの効果は時間と共に軽減される。

 Focused Lightning - Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 195,000 Nature damage to all players within 8 yards. This orb also pulses 52,000 Nature damage every half second to other players within 5 yards.


Focused Lightningを作りだし、Focused LightningはFixateしてPlayerを追尾する。Focus LightningがPlayerに到達すると爆発し、8yard以内のすぺてのPlayerに対して195,000 Nature damageを与える。このOrb(爆発するとOrbになる?要確認)から5yard以内のPlayerに対して0.5secごとに52,000 Nature Damageを発生させるようになる。
  • Conduction - Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 Nature damage to players standing in Conductive Water.
Focus LightningをConductive Water内で爆発させると、Conductive Water内すべてのPlayerに195,000 Nature Damageがくる
  • Lightning Fissure - If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 75,000 Nature damage every 1 second to players within 5 yards.
もし、Focused LightningをConductive Waterの外で爆発させた場合、Lightning Fissureに変形し、5yard以内のPlayerに対して毎秒75,000 Nature Damageを発生されるようになる
  • Conduction - A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 41,250 Nature damage to players standing in that Conductive Water.
Lightning FissureはConductive Waterに触れるとかき消される。そして、Lightning FissureがConductive Waterに触れた際に41,250のNature DamageをConductive Water内のPlayerに与えてくる。
  •  Implosion - Couldn't parse description.
Lightning FissureがFocus Lightningに触れるとインプロージョンを引き起こし、Raid全体へ、大ダメージ(Nature)を発生させる


 Violent Detonation - The Focused Lightning detonates violently inside Electrified Water, inflicting 750,000 Nature damage to all players within 8 yards.


Focus LightningをElectrified Waterの中で爆発させると、750,000 Nature Damageを8yard以内の全てのPlayerに発生させる。


 Thundering Throw - Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 206,250 Physical damage. Additionally inflicts 260,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.

Lightning Storm - Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 91,000 Nature damage to all players every second for 15 sec. Furthermore, the Lightning Storm electrifies Conductive Water.


  • Lightning Strike - Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 250,000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 150,000 Nature damage to all players in a line.

   Ionization - Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 500,000 Nature damage to players within 8 yards when dispelled or duration expires.


  •  Conduction - Ionization damage travels through Conductive Water, inflicting 500,000 Nature damage to players standing in Conductive Water.

///////////////////////////////////////////////////////////////////////////////





2013/02/04

Tortos (2013/2/4)

 



Call of Tortos - Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.


Whirl Turtle

  • Spinning Shell - The turtle chases players around the room, spinning rapidly and continuously inflicting 30,000 Physical damage to enemies within 0 yards and knocking them away.
  •  Shell Block - The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.
  •  Shell Concussion - When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 30 sec.

 Furious Stone Breath - Inflicts 85,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast.

 Rockfall - A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 Nature damage to enemies within 5 yds. and 35,000 Nature damage to enemies within 20 yds.

 Quake Stomp - Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.

 Snapping Bite - The turtle snaps his jaws shut around the target, inflicting 500,000 Physical damage.



Vampiric Cave Bat -


  • Drain the Weak - Drains health when attacking targets with less than 350,000 current health, inflicting 20% of weapon damage as Physical and healing the caster for 50 times the damage dealt.



  Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.




//////////////////////////////////////////////////////////////////////////////////////////////////////////

以下、Strategy (10man PTR)

Call of Tortos → 亀召還。10manで3匹の小亀(Whirl Trutle)を出す

Whirl Turtleについて

  • Spinning Shell → 亀回転 (30,000 Physical & knock back) 
  • Shell Block → 小亀を削ると、手足を引っ込める
  • Shell Concussion → 小亀をキックして親亀に当てる。親亀に当てると15%ダメージupのdebuffがつく


Furious Stone Breath → Nature Damageのブレス (cost 100Furyってなんだろ?) 

Rockfall → 落石攻撃 5yard以内のダメージ 250,000(Nature) 20yard以内のダメージ 35,000(Nature) (地面に青いサークルが出る)

Quake Stomp - 地震攻撃(Physical ダメージ) Rockfallsの頻度もあがる

Snapping Bite - 範囲噛み付き攻撃 (500,000 Physical)

Vampiric Cave Batについて

  • Drain the Weak - Drain HealthとPhsicalダメージ + Healing the caster for 50 times the damage dealt.(なんだろこれ???Healng Debuffかな?)
  • 対処としては、AoEで焼き殺すっぽい

(Heroicの要素)
Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.


2013/02/01

Power Word: Solaceの変更 (5.2)


- 5.2 Patch noteから抜粋 -
Power Word: Solace has been replaced with a new talent: Solace & Insanity
For Shadow, this ability causes Mind Flay to gain the Insanity effect when it's cast on a target with 3 Shadow damage-over-time spells on it. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.


Power Word: Solaceに変更が入るという話

内容は

DoTが三つ(VP, SW:P ,DP)が入っている対象にMind Flayをすると、費やしたShadow Orbの数に比例してMind Flayが(33% / 66% / 99%)が強化されるというもの。

5.1の頃から、Power Word: Solaceは変更したいとBlueが言ってたが、それが5.2で実現する形。
現行、Power Word: SolaceはT14 Set Bonusと相性が悪く、さらにT15 set Bonusとも相性が悪いので、変更は必須だと言われていた。

とは言うものの、Power Word: SolaceはMindbenderFDCLと競合するので、それらに勝らなければ、どれだけ変更しようが使われない。

ちなみに、5.1現在、Mindbenderは、Manaが足りなくなった時にChoiceされる場合が多い
実際にはManaがなくなるケースは少ないが、例えばHeroic WindlordなどはMass DispelとAoEを多用するので、Manaが足りなくなる、そんな時にMindbenderが選ばれたりする。

そして、FDCLは現在(5.1)のPower Word: SolaceやMindbederよりも若干、Dpsが高くなるので使われている。

とりあえず、数字が出ないとなんとも言えないが、Patch Noteだけ見ると、悪く無い変更かなと思う。