Seal of Command and mitigation

Seal of Command and mitigation

by Dc PvP » Thu Feb 11, 2016 2:01 am

Greetings folks!

Is it bad if they make it impossible to doddge,parry and block SoC procs but instead make it possible to resist ?

What do you think about it? And why there is nothing in any patch notes that 1.3.0 changes were reverted?
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Re: Seal of Command and mitigation

by smilkovpetko » Thu Feb 11, 2016 9:45 am

Dc PvP wrote:Greetings folks!

Is it bad if they make it impossible to doddge,parry and block SoC procs but instead make it possible to resist ?

What do you think about it? And why there is nothing in any patch notes that 1.3.0 changes were reverted?


they reverted because it will make Seal of Command hits for less damage when it crits and become Spell instead Physical Ability.

Here is blue tracker for evidence :

http://blue.cardplace.com/cache/wow-realm-test/391.htm
motive at 3/15/2005 3:36:38 PM PST

After considering the posts in this thread we have decided to back this change out of patch 1.3.0 completely and re-evaluate the math behind this before making any further changes.

This has mainly been decided because depending on how much crit% the Paladin has with melee vs. spells, this change would have been either a buff or a nerf to the skill:

Based on the change that was made (changing the defense category against the skill from melee to magic), this would have increased the Paladin's DPS by 16%. This is based on the notion that chance to resist against even con is 4% as opposed to about 20% chance to Dodge/Block/Parry/Miss. As a result, if a Paladin had less than a 20% crit chance to spells, this would have been a buff to the skill.

On the other hand, changing the defense category from melee to magic also affected crit damage. Spells cause 50% more damage and melee causes 100% more damage. As a result, Paladins that had a higher than 20% crit chance to spells would have considered this change a nerf to the skill.

Since some Paladins have managed to reach this level of spell crit% and have specifically specced themselves this way, we have decided not to change this for patch 1.3.0.

Thanks to you all for the feedback on this change.


http://forums.worldofwarcraft.com/threa ... =#post2983

i have already provide this as evidence in bugtracker but they living in ignorance.

you can use webviewer archive to open the link



If nostalrius change Seal of Command like that, it will lead as Major Nerf in server due to removing it's physical hit purpose.
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Re: Seal of Command and mitigation

by Holystrike » Fri Feb 12, 2016 3:39 am

Currently Seal of Command:
Hit (100% Damage)
Crit (200% Damage)
Resist (Partial Damage)
Miss (0% Damage)
Parry (0% Damage)
Block (Partial Damage)
Dodge (0% Damage)

Which is beyond broken and leads to massive damage mitigation.


My interpretation of your bug report and everything that was said within it is that as an end result of it:

This is what we look for in bug reports. Thank you for that.

One issue that was brought up was whether this ability should be able to miss and I don't see any evidence to say why it shouldn't be able to miss, similar to Hunter's Arcane shot. The patch notes say "dodged, blocked, or parried" and say nothing about missing.

Regardless, this issue is confirmed.
Status changed from New to Confirmed


Arcane Shot Currently:
Hit (100% Damage)
Crit (200% Damage)
Resist (Partial Damage)
Miss (0% Damage)


Seal of Command WILL:
Hit (100% Damage)
Crit (200% Damage)
Resist (Partial Damage)
Miss (0% Damage)

and WILL NOT:
Parry (0% Damage)
Block (Partial Damage)
Dodge (0% Damage)

This will result in a dramatic improvement in comparison to the current nerfed to the ground version where it is affected by both spell and melee defenses,

however as a result of your incorrect bug report it will offer a far inferior version of the spell then was actually present in 1.12, where the spell was only affected by glancing blows and other melee mitigation effects which killerduki has outlined in other posts

The actual 1.12 version of the spell grants a far higher overall damage output, considering you can lose up to 80% of a socom's damage to a spell resist (dealing 20% damage). While a glancing blow is maxxed out at 25% damage reduction (dealing 75% damage)
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Re: Seal of Command and mitigation

by Dc PvP » Fri Feb 12, 2016 12:58 pm

Well, i thought they will keep partial resistance but remove doddge parry block part of the mitigation... I don't think they will make soc proc work like a spell with crit based on int etc
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Re: Seal of Command and mitigation

by smilkovpetko » Fri Feb 12, 2016 2:15 pm

why should they remove something that is vanilla ?

https://www.youtube.com/watch?v=ovhRqAxnXqg
Uploaded on Nov 19, 2006 (patch 1.12)

2:09 (Seal of Command does Dodge)
esquiver Seau d'autorite = Dodge!
3:46 Parade Seau d'aurotite = Parry!
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Re: Seal of Command and mitigation

by Dc PvP » Fri Feb 12, 2016 6:47 pm

this is a good question, but i don't have an answer :)
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Re: Seal of Command and mitigation

by Holystrike » Fri Feb 12, 2016 8:46 pm

Dc PvP wrote:Well, i thought they will keep partial resistance but remove doddge parry block part of the mitigation... I don't think they will make soc proc work like a spell with crit based on int etc


Seal of Command using Spell Defense mechanincs should crit at 200% damage

https://report.nostalrius.org/plugins/tracker/?aid=3155

Nano asking about arcane shots:
Nano (nano)2 months ago
Can you give me a TL;DR version?

What is bugged and what needs to be changed?


Marisi (marisi)2 months ago
The TLDR is that Arcane Shot on Nostalrius is being treated as a spell, rather than a hunter shot, and as a result has a lot of problems with it that are hard to sum up in a couple sentences:

1) Arcane Shot is using a hunter's spell crit, rather than the hunter's ranged crit chance. It should have the same chance to crit as Aimed Shot and Multi-Shot.
2) Arcane Shot is using the wrong critical modifier. Right now it only deals 1.65x damage on crit when it should deal 2x damage as a base, 2.3x damage with Mortal Shots, and 2.369x damage with Mortal Shots + appropriate Slaying talents, like every other hunter shot
3. Arcane Shot is not benefiting from Ranged Weapon Specialization.
4) Arcane Shot never misses. It should have the same miss chance as Aimed Shot and Multi-Shot.
5) Arcane Shot is fuly resistable on Nostalrius. Arcane Shot should never be fully resisted, since the ability operates off a hunter's +hit rather than +spell hit.

As a benchmark for testing: the Arcane Shot of your standard level 60 hunter with 0 spell damage gear, 5/5 RWS, and 5/5 Mortal Shots should crit for 442, or 470 against a humanoid target with 3/3 Humanoid Slaying.. If you give that hunter 5/5 Striker's Garb (+42 spell damage) Arcane Shot should crit for 485, or 515 against a humanoid target with 3/3 Humanoid Slaying.
Last edited by Holystrike on Sun Feb 14, 2016 9:28 am, edited 1 time in total.
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Re: Seal of Command and mitigation

by Holystrike » Sat Feb 13, 2016 1:45 am

Aside from this some quick fact checking as to the mechanics of seal of command and the actual correct scripting of the spell can be easily confirmed.

We can quickly search for the closest archive to the 1.12.1 WoW Patch:

Original:
http://www.wowwiki.com/Seal_of_Command

Archived Oct 26th 2006
http://web.archive.org/web/20061026041810/http://www.wowwiki.com/Seal_of_Command

==================================================================================

Now we can check the relevant patch which that archive was taken from:

Date of Release:
26th September 2006
http://wowwiki.wikia.com/wiki/Patch_1.12.1

Date of Release:
13 October 2006
http://wowwiki.wikia.com/wiki/Patch_1.12.2

==================================================================================

Now we can see whether the 1.12.2 Patch affected Seal of Command in any way.

World of Warcraft Patch 1.12.2 (Patch Notes)
Bugs:
Fixed an issue where players were unable to resurrect at a Spirit Healer. (Spanish Only)
Fixed several issues with in-game slash commands. (Spanish Only)


==================================================================================

We can easily see that this patch did not make any relevant spell changes, so we can now confirm that this archived description of the ability is an accurate source of reference:

Unlike other spells, Seal of Command and Judgement of Command are considered physical hits, that deal Holy damage.


Based on this we can confirm that the attacks are considered physical and therefore function based on physical offence and defense mechanics (Such as glancing blows which occur on videos and are referenced by multiple sources and are the resultant factor of the mysterious seal of command partial-resist video)

They both use melee crit and hit stats instead of spell crit or hit, and when they crit the damage will be multiplied by two.


Here it explicitly states that both abilities rely on melee crit and hit stats instead of spell crit or hit, and their critical strikes as a result deal 200% damage.

However like other physical attacks, Seal of Command can miss, or be dodged, parried, or blocked. Judgement of Command can only be resisted.

Here it states that Seal of Command is affected by physical defenses such as miss, dodge parry or block and distinctly makes no references to resists for the seal, while stating that the judgement can be however.

==================================================================================

We can now check whether all these patch notes are accurate through assessing footage of game play in PvE which demonstrates this behavior:

Uploaded on 25 Sep 2006
https://www.youtube.com/watch?v=rXNWvytYbyo

Seal of Command ~ Parried:
Time: 00:40

Seal of Command ~ 200% Critical Strike:
(1869 White Swing & 2100 Seal of Command)
Time: 01:50

Seal of Command ~ Dodge:
Time: 01:06

==================================================================================

Based on these verified sources it is easily seen that the current version which is in an extremely nerfed and broken state leads to massive damage reductions due to the huge resistances which are occuring due to partial resists.

Currently Seal of Command:
Hit (100% Damage)
Crit (200% Damage)
Spell Resist (Up to 80% Damage Reduction)
Miss (0% Damage)
Parry (0% Damage)
Block (Partial Damage)
Dodge (0% Damage)

The spell should however function in this method

Correct Seal of Command:
Hit (100% Damage)
Crit (200% Damage)
Glancing Blow (Recorded as a Partial Holy Damage Resist (Capped at 25% Damage Reduction))
Miss (0% Damage)
Parry (0% Damage)
Block (Partial Damage)
Dodge (0% Damage)
Last edited by Holystrike on Sat Feb 13, 2016 3:17 am, edited 3 times in total.
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Re: Seal of Command and mitigation

by Theloras » Sat Feb 13, 2016 2:36 am

Seal of Command is scaling with spell damage fine - I just ran a test with nothing but +spell dmg items:

http://imageshack.com/a/img921/9213/qpmpcJ.jpg
http://imageshack.com/a/img921/2805/a8tduf.jpg
http://imageshack.com/a/img922/7157/5gAh9h.jpg
http://imageshack.com/a/img924/1019/0VNgms.jpg

It is getting x200% crit modifier and also working with Vengeance as well for +15% dmg.

It is NOT scaling with Sanctity Aura still to this day unfortunately:

Sanctity Aura
https://report.nostalrius.org/plugins/tracker/?aid=1344
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Re: Seal of Command and mitigation

by Holystrike » Sat Feb 13, 2016 3:03 am

oh sweet cheers for checking that out,

They are still yet to do an update for the spell thats why this is all speculative atm ;)
Last edited by Holystrike on Sat Feb 13, 2016 3:09 am, edited 1 time in total.
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