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#1 Feb 21 2008 at 6:39 AM Rating: Good
So the new 2.4 patch notes have been posted
Quote:
Mage

Arcane Fortitude now increases your armor by an amount equal to 100% of your Intellect, up from 50%.
Blink, Slow, and Spellsteal have all had their mana cost reduced.
Icy Veins no longer stacks with Bloodlust/Heroism.
Improved Fire Ward has become Molten Shields.
New Talent: Molten Shields will cause your Fire Ward to have a 10/20% chance to reflect Fire spells while active. In addition, your Molten Armor has a 50/100% chance to affect ranged and spell attacks.


What is the deal with Molten Shield? Specifically, what does the last line mean?
#2 Feb 21 2008 at 6:44 AM Rating: Good
Molten Armor has a 50/100% chance to affect ranged and spell attacks.

molten armor hurts the target when you are hit with melee attacks and can no longer cause ignites but can do impact/etc. So basically that means that ranged/spell attacks will cause damage back to the attacker. I wonder how dots will work...
#3 Feb 21 2008 at 6:48 AM Rating: Good
So is it worth a talent point or 2? I have a couple tucked away in improved fireblast that could be used elsewhere.
#4 Feb 21 2008 at 9:15 AM Rating: Good
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Anobix wrote:
I wonder how dots will work...


Probably just like bleeds. When the dot is applied only.
#5 Feb 21 2008 at 5:33 PM Rating: Good
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Yup, Molten Shields will only hit the Lock/Priest when they apply the DoT. Hunters will be hurt everytime they hit us with Arrows until the Arcane Shot dispells the Armor (what won´t take so long).

Aw...about the mana reduction, sounds like Blink and Spellsteal will have about ~40% Mana Reduction.
#6 Feb 23 2008 at 4:15 PM Rating: Decent
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I'm a little confused about the Molten Armor and Ignite thing. Did Molten Armor crits refresh the existing Ignite debuff on the target? I noticed that Ignite no longer stacks, but if I, say, crit with a Pyroblast and then, before Ignite fades, crit with a Scorch or Molten Armor, will the Pyroblast Ignite be refreshed or overwritten?
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#7 Feb 23 2008 at 5:35 PM Rating: Good
afaik molten armor no longer causes ignite.

as for the pyro ignite I believe it will use the highest ignite amount available.
#8 Feb 24 2008 at 10:20 AM Rating: Excellent
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Mazra wrote:
I'm a little confused about the Molten Armor and Ignite thing. Did Molten Armor crits refresh the existing Ignite debuff on the target? I noticed that Ignite no longer stacks, but if I, say, crit with a Pyroblast and then, before Ignite fades, crit with a Scorch or Molten Armor, will the Pyroblast Ignite be refreshed or overwritten?


Molten Armor does not proc Ignite on crits anymore. As far as I've heard, this change was made so that Ignite would not break sheep when you tried to CC melee attackers.

Ignite no longer does "rolling Ignites" as before, where by critting a new fire spell before the old Ignite was done, it would add the damage in and refresh the Ignite for a new 4 seconds.

Now, Ignite will not lose damage nor gain ghost damage from the past crits.

Let's say I crit for 1000 damage on a fireball. (Low, I know.)
Ignite will do another 400 damage from that, distributed in 2 ticks over 4 seconds. That means that 2 seconds after that fireball crit, the enemy will take 200 damage, and then after another 2 seconds, they will take a final 200 damage. The total from the one fireball crit is 1400.

If I crit a fireball for 1000 damage, and then cast a scorch crit for 500 (again, simplicity here), the scorch will land in 1.5 seconds after the fireball, which is before the first tick from the fireball's ignite would have done its damage (because it would be at 2 seconds after the fireball lands). The situation now: as the fireball's ignite was going on to hit its first tick of 200 damage at 2 seconds, it was refreshed by the scorch crit at 1.5 seconds. The scorch's ignite will do 200 damage, and over 2 ticks, means 100 damage per tick.
This will now add in with the fireball's ignite, which never got to deal a spot of damage yet. So, the fireball's ignite does 400 damage plus the scorch's ignite does 200 damage, making 600 damage ignite over 2 ticks, meaning 300 ignite per tick.

So, in this scenario, after the fireball-1000 crit is cast, a scorch-500 crit is cast 1.5 seconds after. Because ignite works 2 seconds after the crit, but ignite DoT is refreshed by new crits, the first ignite tick will occur 3.5 seconds after that fireball-1000 crit had landed. It will tick for 300 damage, and then at 5.5 seconds after the fireball had landed, it will tick again for 300.


Lastly, let's say you simply did two fireball crits one after another. The first fireball crits for 1000 damage, the second fireball crits for 1000 damage. The second fireball lands 3 seconds after the first, which means that the first fireball got one of its 200-damage ticks in. There is a remaining 200 damage left to tick, but Ignite was refreshed by the second fireball, which also has 400 damage left to deal. This adds up to 600 damage left to deal. 2 seconds after the second fireball crit has landed, Ignite will tick for 300 damage, and in another 2 seconds, it will finish off with another 300 damage.

That means that a fireball-1000 crit will land, at 2 seconds a 200-damage ignite will tick, then at 3 seconds a fireball-1000 crit will land, then at 5 seconds a 300-damage ignite will tick, and at 7 seconds a 300-damage ignite will tick.
#9 Feb 24 2008 at 12:26 PM Rating: Good
Smiley: schooled Smiley: clap

well done.
#10 Feb 24 2008 at 5:19 PM Rating: Good
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Actually, looking back, I think that was a terrible. The paragraphs were disorganized and the way I termed spells was inconsistent. There were no visible patterns in the text so that people could equate the same parts of different scenario for clarity.

D:
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