We also do that to a certain degree when we're having a piss poor time of resetting stacks, but only when its really necessary. You run the risk of walking over top of other traps this way.
We tried it once, but reckoned it wasn't worth the effort learning a new strategy when we already had one that worked
Actually, i see jagged tear (2) ticking 11 times over 32.672 seconds of debuff uptime here... anyway wow raid journal states that the debuff lasts 30 seconds, not that it ticks 10 times, so even this time it seems bugged (and the problem is with resetting the debuff, not with taking 11 instead of 10 ticks really...), so when it comes to reset the stack i have that my jagged tear has more than 32 seconds before resetting (i clearly saw 36, i don't know why here it is not even an integer number :P), no matter how hard the first nor the last ticks hits.
And, again, on my post it ticks 11 times on fifola, over more thatn 34 seconds.
Nobody has 1000ms latency, personally i am around 40ms latency, the 1000ms is just the scale of the graph, it really looks like you didn't even check my links, did you?
Last edited by kibuzo; 10-29-2011 at 05:05 PM. Reason: grammar corrections
The tick at 00:53:19.963 is still a 1-stack Jagged Tear, as it does the same damage as the ticks before it. the "new" debuff begins with the next tick, at 00:53:22.905. The debuff is very definitely NOT 36 seconds, otherwise it would be nigh impossible to reset the stacks at the throw without a perfectly timed trap, 100% slow uptime and flawless boss movement.
Combatlogs have a certain lag, that is why things like the application of damage after an ability usage (see the slash and the 0.1 seconds it takes for the damage to register) can be a bit off.
And how would I have got into your combatlog to filter out that data without using your link, and therefore looking at the graph? As for the 1000 ms, I must have misread your post, sorry about that.
so why on other logs i see stuff like
so that the debuff seems to be fading after 30 secs from when it is applied and it NEVER fades 30 sec after first tick?[22:07:20.653] Calgacus afflicted by Jagged Tear (2) from Riplimb
[22:07:21.056] Unknown Jagged Tear Calgacus 12240
[22:07:23.957] Unknown Jagged Tear Calgacus 12240
[22:07:26.809] Unknown Jagged Tear Calgacus 12240
[22:07:30.029] Unknown Jagged Tear Calgacus 12240
[22:07:32.897] Unknown Jagged Tear Calgacus 6785 (A: 5455)
[22:07:36.080] Unknown Jagged Tear Calgacus 3958 (A: 8282)
[22:07:39.052] Unknown Jagged Tear Calgacus 12240
[22:07:41.821] Unknown Jagged Tear Calgacus 10618 (A: 1622)
[22:07:45.111] Unknown Jagged Tear Calgacus 6183 (A: 6057)
[22:07:47.993] Unknown Jagged Tear Calgacus 4067 (A: 8173)
[22:07:50.663] Riplimb's Jagged Tear fades from Calgacus
In your log, the slash comes directly after (i.e. within a tenth of a second) of the bleed tick. When it refreshes the duration it doesn't restart the timer between the ticks, which is about every 3 seconds. Therefore the DoT in your log lasts for 32-ish seconds, whereas the DoT in that other log lasts 30 seconds.
i'm not having difficulties with the dot, i'm having difficulties with the debuff lasting to long and being unable to reset.
Look at this:
(sorry for cut, this board does not seem to allow me pasting more than one line at a time (?) )[22:04:56.493] Calgacus afflicted by Jagged Tear from Riplimb
[22:04:59.829] Unknown Jagged Tear Calgacus 4887 (A: 1233)
[...]
[22:05:26.450] Riplimb's Jagged Tear fades from Calgacus
The dot does not refresh his timer, ok, but the debuff lasts 30 seconds no matter of when the first tick occours. You can probably agree with me that we are seeing a strange behaviour there, and i don't think that this dude had 3000ms of lag...
If you are only dealing with a single application of the debuff, then yes, it has a 30 second duration (which is what your second example showing exactly 30 seconds shows). If the debuff is renewed however its duration is 30 seconds + current tick remaining. This bahavior applies to all damage or healing over time abilities and was a fundamental mechanic change applied in the 4.0 patch.
Test it yourself.
On a low level character with no talents or gear affecting haste, a Druid for example gets Moonfire at level 4.
The base duration of Moonfire is 12 seconds with a 2 second tick frequency. If you cast it once on a target you will see exactly 6 ticks of the DoT in your combat log following the initial cast. Now if you cast it a second time before the debuff expires, you will see 7 ticks of the debuff after your second cast. This is because the renewal of the debuff increased the duration by 12 seconds beyond the current tick. Current tick is not lost.
Since this is a change at the core level of combat mechanics and how these auras function, they apply to all auras (from players or NPCs).
"In anything, if you want to go from just a beginner to a pro, you need a montage." /w TankSpot WTB Montage for Raiders.
Confirmed. I think it should stand on tactics too, as a little reminder, but it's up to you.
After the GM told us that he would have tried to see if something was wrong with our raid, the biggest number i could see on stacks, one hour ago, was like 32 seconds (even tho they are not usually able to interfere with raids, maybe we just got unlucky? or the reset worked as when we had maloriak adds not ever dropping their debuff on green phase?). In fact this time i had no problem AT ALL on resetting stacks, i actually managed to reset them all times. Also, the stupid bug with riplimb not being able to return his spear worked a little bit (like for 3-4 times, then he returned it).
Thanks for the help everybody.
A note for people who didn't notice this week--it seems as if Blizzard fixed Riplimb's spear return. Kiting Shannox while Riplimb tries to catch up is not viable any more.
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