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First pass at mage #26

Merged
merged 6 commits into from
Dec 1, 2024
Merged

First pass at mage #26

merged 6 commits into from
Dec 1, 2024

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sanguinerarogue
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This one needs some actual looking at and testing. I need a better understanding of changes to ignite from Classic -> SoD. I believe that it should be stacking dot with each ignite but not sure that is happening in the sim when I increased the crit rate. The ignite in classic also is shared amongst mages. I will make a post in the mage section of SoD for clarification. You can merge your APL one in this or vice versa so we have one clean to change to submit once its fixed up.

@sanguinerarogue sanguinerarogue marked this pull request as ready for review November 26, 2024 22:29
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@ericbtaylorjr ericbtaylorjr left a comment

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The changes look great to me, but would highly recommend someone who knows more about WoWSims and Mage specifically take a close look and give their thumbs up as well!

@sanguinerarogue
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Ignite mechanics
First mage (specced into the Ignite talent) to crit with a Fire spell owns the stack and gets credit for the threat. Ignite stacks up to 5, ticks every 2 seconds and has a 4 second duration, which gets refreshed whenever a Mage crits with a fire spell (that mage must have the Ignite talent).
Each of these 5 stacks does 40% of the damage of the critical hit, so if a Fireball crits for 3000, that ignite stack would tick for 600 twice, so 1200 damage (ignoring multipliers for now).
Once the Ignite reaches 5 stacks, it is "locked in", i.e., new crits will only refresh the duration, which is referred to as "rolling the ignite" by keeping it going through continuous crits.

Ignite, just like any Fire spell, can get partially resisted by the enemy having (Fire) resistance - while all AQ/Naxx bosses (most likely) have no fire resistance after Curse of Elements/Arcane Subtlety, level 63 mobs have 24 level-based resistance, which cannot be removed/negated by any mechanic. (The only known boss mobs with Fire resistance after CoE/AS are Golemagg and Gehennas, who have ~185 Fire resistance)
Ignite’s roll for partial resist is not related to the critical strike which contributed to the Ignite (i.e. a partial crit fireball does not always cause a partial ignite, and a non-partial fireball crit can result in a partial resist ignite).
There are some effects from which ignite "double-dips", i.e., some effects affect the spell twice: the 15% increased damage taken from Improved Scorch will increase how hard your Fireball crits, but it also applies to Ignite as a multiplier. Other effects that double-dip are DMF, CoE, PI and the troll racial Beast Slaying. We also suspect it will work with Traces of the Silithyst, Soul Revival and the Undead Cleansing set.
The double-dip effect depends on who applied the first stack (after Blizzard hotfixed it recently), so you want your non PI'd casters to shoot a non-fire filler or delay their fire spell slightly so that the first Ignite stack is applied by a PI'd mage.
Even after PI runs out, the Ignite will keep rolling as if PI was still active, since the Ignite snapshots the buffs/debuffs at the time it was stacked.

@sanguinerarogue sanguinerarogue merged commit 3d99c4a into master Dec 1, 2024
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2 participants