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  • 20. HunterCraft   01-Mar-2007 06:38:50 PST
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Intro-post.

[ Post edited by Lactose ]


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  • 21. HunterCraft - Index   01-Mar-2007 06:39:24 PST
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=-=-=-=-=-=-=-=-=-=-=-=-=-= Index =-=-=-=-=-=-=-=-=-=-=-=-=-=

Last big update: March 2nd, 03:30 CET

  • GENERAL
    • Stats
    • Haste
    • Spell Damage
    • Attack Tables
  • SHOTS
    • Auto Shot
    • Arcane Shot
    • Multi-Shot
    • Aimed Shot
    • Scatter Shot
    • Silencing Shot
    • Steady Shot
    • Legend
  • TALENTS
    • Mortal Shots and Slaying
    • Frenzy and Master Tactician
    • Factoids
  • PETS
    • Scaling
    • Training Points
    • Factoids
  • MISC
  • CHANGELOG

[ Post edited by Lactose ]


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  • 22. HunterCraft - General   01-Mar-2007 06:40:02 PST
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=-=-=-=-=-=-=-=-=-=-=-=-=-= General =-=-=-=-=-=-=-=-=-=-=-=-=-=

STATS
1 Stamina gives 10 Hit Points
1 Strength gives 1 Melee Attack Power (MAP)
1 Intellect gives 15 Mana
1 Spirit gives 1/4 Mana per 5 seconds - Spirit regen only happens if you have not used any ability requiring mana the last 5 seconds.
1 Agility gives 1 MAP, 1 Ranged Attack Power (RAP), 2 Armor, and some Crit and Dodge (see table below).
1 Weapon Skill gives 0.04% Crit, and 0.24% Hit, and most likely 0.1% crit per Weapon Skill you have more than your target's Defense Skill (so 355 Weapon Skill vs 350 Defense will yield 0.5% bonus Crit).*

*Not confirmed, but tests prior to the 2.0.1 patch lead to these values. The changes for Melee Weapon Skill seem to have changed what Weapon Skill means for Ranged weapons, but I don't have the new values yet.
				Level 60		Level 70

1% Crit gained from 14 22.08 Crit Rating
1% Crit gained from 33.33 40 Agility**
1% Hit gained from 10 15.77 Hit Rating
1% Haste gained from 10 10.51 Haste Rating
1% Dodge gained from 12 18.92 Dodge Rating
1% Dodge gained from 20 25 Agility
1% Parry gained from 20 31.54 Parry Rating
1 Weapon Skill gained from 2.5 3.94 Weapon Skill Rating
**Currently, base Crit% and Dodge% ingame are calculated using the wrong numbers.

14 (R)AP gives a damage bonus equal to 1 DPS. The actual damage bonus per attack depends on weapon speed. Note that this is before things like haste effects (quiver / ammo pouch, Rapid Fire, etc). In the case of Multi-Shot and Aimed Shot, the Attack Power contribution is normalized. This will be explained further under Shots.


HASTE
Haste effects work like this:
HastedSpeed = WeaponSpeed / (1+Haste%)
So, with a 2.9 weapon and a 15% quiver, you get:
HastedSpeed = 2.9 / (1+15%)
HastedSpeed = 2.9 / 1.15
HastedSpeed = 2.52

Multiple haste effects work like this:
HastedSpeed = WeaponSpeed / ((1+aHaste%)*(1+bHaste%))
So, with a 2.9 weapon and a 15% quiver with Rapid Fire (40% haste) active:
HastedSpeed = 2.9 / ((1+15%)*(1+40%))
HastedSpeed = 2.9 / (1.15*1.40)
HastedSpeed = 1.80

All haste effects affect both Aimed Shot and Steady Shot casting time.
  • Quick Shots (Improved Aspect of the Hawk proc)
  • Rapid Fire
  • Berserking (Troll racial)
  • Serpent's Swiftness

    These (and all other hastes I know of) all stack like described above.


    SPELL DAMAGE
    What does +spell damage affect, and to which degree?

    Mend Pet -- Healing, ~70% of listed bonus (spread across all ticks).
    Serpent Sting -- Nature, 100% of listed bonus (spread across all ticks).
    Volley -- Arcane, ~33% of listed bonus (spread across all ticks).
    Wyvern Sting -- Nature, 100% of listed bonus (spread across all ticks).

    +Arcane damage -- Applies to Volley.
    +Nature damage -- Applies to Serpent Sting and Wyvern Sting.
    +Healing -- Applies to Mend Pet.
    +Damage and healing -- Applies to all of the above.

    Arcane Shot, Viper Sting and the various traps do not gain anything from +spell damage.


    ATTACK TABLES
    Whenever you make a ranged attack, you have a chance of the following:
  • Miss
  • Crit
  • Hit

    The above all have a chance to happen, based on your and your target's stats.
    Base miss rate against an equal leveled target is 5%.
    Against a mob 3 levels higher than you, you have 8.6% miss rate.
    Bosses are considered to be 3 levels higher than you when it comes to calculations of things regarding hit, crit, resists (and glancing blows - melee only).

    If you have 20% Crit rate, and no +Hit% against an equal leveled target, you'll have the following attack results:
    5% missed shots
    20% crits
    75% hits

    If you gain 1% Hit, you'll have the following:
    4% missed shots (5% - 1%, hit eats miss)
    20% crits
    76% hits (75% + 1%)

    If you then gain 1% Crit, you'll have the following:
    4% missed shots
    21% crits (20% + 1%)
    75% hits (76% - 1%, crit eats hit)
  • [ Post edited by Lactose ]


    Look, Lactose, we'd rather you didn't eradicate the whole human race.
    - Sam & Max

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    • 23. HunterCraft - Shots   01-Mar-2007 06:40:58 PST
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    =-=-=-=-=-=-=-=-=-=-=-=-=-= Shots =-=-=-=-=-=-=-=-=-=-=-=-=-=

    PAPERDOLL
    Paperdoll damage is calculated like this:
    MinimumDamage = DamagePercentageBonus*(AmmoDPSLow*WeaponSpeed + RWSMod*((RAP/14)*WeaponSpeed + WeaponMinimumDamage) + ScopeDamage)
    MaximumDamage = DamagePercentageBonus*(AmmoDPSHigh*WeaponSpeed + RWSMod*((RAP/14)*WeaponSpeed + WeaponMaximumDamage) + ScopeDamage)
    Paperdoll DPS = ((MinimumDamage + MaximumDamage)/2)/HastedSpeed

    The Paperdoll damage is your damage to a generic enemy before armor is applied. If you have any items adding damage to only some types of mobs (for example Seal of the Dawn, +81 AP against undead, or one of the Slaying talents), this is not added in the Paperdoll. It is added in the other shots, if applicable.

    AUTO SHOT
    Basically the same as Paperdoll damage, with the mob-specific things added in where applicable. However, unlike the Paperdoll, ammo does seem to be affected by Ranged Weapon Specialization ingame. Most likely, ScopeDamage is as well.
    Auto Shot's damage is affected by armor.

    AutoShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*WeaponSpeed + WeaponDamage + ScopeDamage)

    ARCANE SHOT
    Instant shot, 6 second cooldown. Cooldown can be reduced to 5 seconds with 5 talent points in Improved Arcane Shot. Arcane Shot deals Arcane Damage, and its (partial) resist rates seem to be based on your Weapon Skill, resulting in a 2% total DPS loss per Level your target outlevels you. Other than that, it works by the same rules as your other shots.
    Since it deals Arcane Damage, anything boosting damage from the Arcane spell school, for example Curse of Shadows, will boost Arcane Shot's damage. This does not, however, include +Spelldamage or +Arcane damage.
    Its listed tooltip damage is incorrect.
    Arcane Shot's damage is not affected by armor.
    Arcane Shot's damage is affected by (partial) resists. Reports have it you lose roughly 2% total damage per level a mob is above you (assuming maxed out Weapon Skill).

    ArcaneShotDamage = DamagePercentageBonus*RWSMod*(ArcaneShotBonus + RAP*0.15)

    ArcaneShotBonus depends on rank used:
    Rank 1 = +14
    Rank 2 = +22
    Rank 3 = +36
    Rank 4 = +64
    Rank 5 = +91
    Rank 6 = +125
    Rank 7 = +158
    Rank 8 = +200
    Rank 9 = +273 [TBC ONLY]

    MULTI-SHOT
    A shot with a 0.5 casting time, 10 seconds cooldown. It can hit up to 3 targets at a time.
    Multi-Shot is normalized to have its damage from Attack Power be as if the weapon were a 2.8 speed weapon.
    Attack Power normalization was made to not horridly favor slower weapons over fast ones.
    Multi-Shot's damage is affected by armor.

    MultiShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*2.8 + WeaponDamage + ScopeDamage + MultiShotBonus)

    DamageBonus here also includes Barrage.
    MultiShotBonus depends on rank used.
    Rank 1 = 0
    Rank 2 = +40
    Rank 3 = +80
    Rank 4 = +120
    Rank 5 = +150
    Rank 6 = +205 [TBC ONLY]

    AIMED SHOT
    A shot with a 3.5 second casting time (effected by hastes), 6 + HastedSpeed cooldown.
    With a 2.9 weapon and 15% quiver, this becomes:
    CastingTime = 3.5 / 1.15
    CastingTime = 3.04

    Cooldown = 6 + 2.9/1.15
    Cooldown = 8.52

    Aimed Shot is normalized to have its damage from Attack Power be as if the weapon were a 2.8 speed weapon.
    Aimed Shot resets your Auto Shot timer.
    Aimed Shot's damage is affected by armor.

    AimedShotDamage = DamagePercentageBonus*RWSMod*(AmmoDPS*WeaponSpeed + (RAP/14)*2.8 + WeaponDamage + ScopeDamage + AimedShotBonus)

    AimedShotBonus depends on rank used.
    Rank 1 = +70
    Rank 2 = +125
    Rank 3 = +200
    Rank 4 = +330
    Rank 5 = +460
    Rank 6 = +600
    Rank 7 = +870 [TBC ONLY]

    SCATTER SHOT
    An instant shot, 30 second cooldown. Deals damage and adds a disorient effect to the target if possible.
    Targets immune to the disorient effect still receive damage as by normal rules.
    Scatter Shot's damage is affected by armor.

    ScatterShotDamage = AutoShotDamage*0.5

    SILENCING SHOT
    An instant shot, 20 second cooldown. Deals damage and adds a silence effect to the target if possible.
    Targets immune to the silence effect still receive damage as by normal rules.
    Silence Shot's Damage is affected by armor.

    SilencingShotDamage = AutoShotDamage*0.50

    STEADY SHOT [TBC ONLY]
    Taught by Hunter trainers at Level 62.
    A shot with a 1.5 second casting time (effected by hastes). No cooldown, but global cooldown prevents firing faster than every 1.5 seconds. It deals additional damage if the target is dazed.
    Its listed tooltip damage is incorrect.
    Steady Shot's damage is affected by armor.

    Testing has given the following formula for its damage range:
    SteadyShotDamage = DamagePercentageBonus*RWS*(150 + WeaponDamage/WeaponSpeed*2.8 + 0.2*RAP + [Dazed: 175])

    LEGEND
    AmmoDPSLow / High: For ammo that gives 7.5 DPS, AmmoDPSLow = 7, AmmoDPSHigh = 8. For ammo giving 13 DPS, AmmoDPSLow = AmmoDPSHigh = 13
    After Paperdoll, I'll use average damage instead of showing minimum and maximum damage. These are labeled AmmoDPS, WeaponDamage, etc.

    RWSMod = Modifier from Ranged Weapon Specialization (RWS):
    0 points in RWS --> RWSMod = 1
    1 point in RWS --> RWSMod = 1.01
    ...
    5 points in RWS --> RWSMod = 1.05

    DamagePercentageBonus: Stuff like Focused Fire, Ferocious Inspiration, etc. These stack multiplicatively, and are written like RWSMod (a 2% increase --> 1.02)

    TBC ONLY = Only attainable if you have the expansion pack, The Burning Crusade, installed.

    The rest should be pretty self-explanatory, but ask if there's any uncertainty.

    [ Post edited by Lactose ]


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    • 24. HunterCraft - Talents   01-Mar-2007 06:42:16 PST
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    =-=-=-=-=-=-=-=-=-=-=-=-=-= Talents =-=-=-=-=-=-=-=-=-=-=-=-=-=

    Humanoid Slaying works in PvP if the player isn't shapeshifted.
    Yes, Undead players are considered to be Humanoids.
    Shapeshifted Druids (except in tree form) and Shaman in Wolf Form are considered to be Beasts, and are affected by Beast Slaying.



    Mortal Shots and Slaying
    In terms of damage dealt, CritDamage = 2*HitDamage
    With 5/5 Mortal Shots: CritDamage = 2.3*HitDamage
    With 3/3 Slaying: CritDamage = 1.03*HitDamage

    However, with 5/5 Mortal Shots and 3/3 Slaying:
    CritDamage = 1.03*(2+0.30*1.03)*HitDamage = 1.03*2.309*HitDamage
    Slaying also applying to the Mortal Shots bonus might be a bug.


    Frenzy and Master Tactician
    The average uptime of these two talents can be calculated in pretty much exactly the same way.
    You can model it as a Markov chain and get the average uptime this way. Alternatively, you can calculate the chance of it not being active, and then inversing it. (More detailed setup as proof: http://forums.wow-europe.com/thread.html?topicId=120185534 )
    Confused? I'll show with an example:
    Master Tactician has a 6% chance on every successful attack to increase your Crit rate by 2/4/6/8/10% for 8 seconds.
    If you fire 1 shot per second, you'll fire 8 shots during the proc. (8seconds / 1shot_per_second)
    The chance of not having a proc within this time frame can be described as:
    0.94^8 = 0.61
    This means Master Tactician is not up 61% of the time. This again leads to Master Tactician's uptime, on average, being 39%. (1-0.61)

    To give a more universal formula:
    Uptime = 1 - (ChanceNotToProc^Attacks)

    ChanceNotToProc = 1 - ProcChance
    Master Tactician has a 6% chance to proc. ChanceNotToProc = 1 - 0.06 = 0.94

    Attacks = Amount of attacks eligible to activate the proc
    For example, for Frenzy, only crits can activate the proc, so with a 20% crit rate, only 20% of your total attacks are eligible to activate the proc.

    Uptime = Average uptime of the proc, measured in percentage.

    The same principles can be applied to Improved Aspect of the Hawk, but the damage gained from it is much more difficult to model, due to the varying shots, cast delays overlapping with Auto Shot timers, etc.
    I'll post more about Improved Aspect of the Hawk a bit later.


    Factoids
    Ferocious Inspiration stacks from multiple hunters in the same group.
    Expose Weakness stacks from multiple hunters attacking the same target.

    [ Post edited by Lactose ]


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    • 25. HunterCraft - Pets   01-Mar-2007 06:43:11 PST
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    =-=-=-=-=-=-=-=-=-=-=-=-=-= Pets =-=-=-=-=-=-=-=-=-=-=-=-=-=

    More pet stuff coming soon, if all goes as planned. Most likely based on Kheled's thread.

    SCALING
  • Pets get about 30% of the hunter's stamina added to their stamina.
  • Pets get about 35% of the hunter's armor added to their armor.
  • Pets get about 22% of the hunter's ranged attack power added to their melee attack power.
  • Pets get about 12.5% of the hunter's ranged attack power added to their spell damage.
  • Pets get about 40% of the hunter's resistances added to their own resistances.

    Exact stats vary slightly based on pet family.
    All scaling is based on total stats (after items, buffs, etc) of the hunter.
    - Source: http://petopia.brashendeavors.net/


    TRAINING POINTS
    Your pet's Training Points are based on two things, Loyalty Level and Pet Level. To get more Training Points, you have to increase one of these variables.

    TrainingPoints = PetLevel * (LoyaltyLevel - 1)


    FACTOIDS
    Base focus regen rate = 24 focus every 4 seconds.
  • [ Post edited by Lactose ]


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    • 26. HunterCraft - Misc   01-Mar-2007 06:43:47 PST
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    =-=-=-=-=-=-=-=-=-=-=-=-=-= Misc =-=-=-=-=-=-=-=-=-=-=-=-=-=

    Here I'll add stuff that doesn't necessarily fit in under the other categories.

    [ Post edited by Lactose ]


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    • 27. HunterCraft - Changelog   01-Mar-2007 06:44:54 PST
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    =-=-=-=-=-=-=-=-=-=-=-=-=-= Changelog =-=-=-=-=-=-=-=-=-=-=-=-=-=
    Will most likely not list minor changes, like spelling, grammar, etc, or small additions.

    02.01.07: New thread.
    01.02.07: Added some talent information.
    29.01.07: Added 'Spell damage' section.
    23.12.06: Updated for TBC and 2.0.6 patch.
    09.12.06: First version posted.

    [ Post edited by Lactose ]


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    • 28. HunterCraft / HICS   01-Mar-2007 06:45:36 PST
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    Reserved for HunterCraft / HICS.

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    • 29. HunterCraft / HICS   01-Mar-2007 06:46:35 PST
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    Reserved for HunterCraft / HICS.

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    • 30. HunterCraft / HICS   01-Mar-2007 06:47:23 PST
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    Reserved for HunterCraft / HICS.

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    • 31. HunterCraft / HICS   01-Mar-2007 06:47:53 PST
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    • 32. HunterCraft / HICS   01-Mar-2007 06:48:36 PST
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    Reserved for HunterCraft / HICS.

    [ Post edited by Lactose ]


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    • 33. HunterCraft / HICS   01-Mar-2007 06:50:03 PST
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    Reserved for HunterCraft / HICS.

    [ Post edited by Lactose ]


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    • 34. HunterCraft / HICS   01-Mar-2007 06:50:59 PST
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    Reserved for HunterCraft / HICS.

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    • 35. HunterCraft / HICS   01-Mar-2007 06:51:37 PST
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    Reserved for HunterCraft / HICS.

    [ Post edited by Lactose ]


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    • 36. HunterCraft / HICS   01-Mar-2007 06:52:13 PST
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    Reserved for HunterCraft / HICS.

    [ Post edited by Lactose ]


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    • 37. HunterCraft / HICS   01-Mar-2007 06:52:52 PST
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    [ Post edited by Lactose ]


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    • 38. HunterCraft / HICS   01-Mar-2007 06:53:36 PST
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    [ Post edited by Lactose ]


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    • 39. HunterCraft / HICS   01-Mar-2007 06:54:23 PST
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    [ Post edited by Lactose ]


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