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Restore original patch for mob evade reset mechanics to include DOT damage #11159
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Anyone tested this? I will test soon. |
I tested it but there's not much to test. I just put it back to match the original commit from over a year ago. This is how it's supposed to be and nobody seemed to be concerned when I fixed it the first time. Speaking of which @Shauren, you were involved in the original conversation, if you felt so strongly that DOT damage shouldn't be counted, why didn't we have this debate back then? |
@MrSmite must have missed it, especially after that huge mstime argument. STILL against putting this in ModifyHealth. |
The mstime issue was nothing more than a developer changing something just because they felt like it, similar to what you're doing now. What I posted worked just as well as mstime, but that's not the issue here These are the main talking points:
Entangling Roots is another example. It roots the target for 30 seconds but by removing the DOT component, the mob will reset in 10 seconds and evade. If I can speak openly, what you're doing is a fundamental problem with Trinity. Developers don't bother to get community input before reverting and when it's shown their change was in error it's like talking into the wind. Personally I think anyone, developer or not, should have to open a discussion via the PR system before reverting a previous commit, unless it is high-priority such as crashing or not compiling. This would help aleviate errors such as this. |
The major problem is that 3.3.5a is now an ancient patch, less and less details are remembered now - situations like this will keep happening more and more often in the future and there is nothing you or I can do about it. In my eyes we are now at the point where changes for details should no longer be made |
Except you made a change based on your recollection of "details" and now your stubbornness means we're left with a broken mechanic for DoT classes. You should have left it alone until you got additional feedback, considering you never brought it up in the original patch, nor for a whole year afterward. |
Let me try to explain further in case you don't realize how frustrating playing a Hunter is without your DoTs counting toward aggro / evade.
In order for a Hunter to maintain range so they can do their most damage, they absolutely have to kite a mob because once the slow from Concussive Shot wears off, the mob will close the gap (assuming the pet is tanking something else). If you remove DoT damage from the evade mechanic then the only thing left for Hunters is Arcane Shot and Auto-Shot. Even if you Concussive Shot them after the cooldown wears off, you've used 12 seconds and they reset in 10 if your Arcane Shot and Auto-Shot miss. I have experienced this by running Trinity with your changes and I can tell you it is simply wrong. Almost every mob I try to keep at range resets and having played a Hunter almost exclusively on retail (not MoP) I know how to "jump-spin shot" and kite mobs. It is near impossible without counting DoT damage. On BC and WoTLK it was possible to kite three mobs at once by alternating Serpent Sting (no cooldown) to keep them in aggro. You would focus Arcane Shot and Auto-Shot on one mob while keeping Serpent Sting up on the others. When the primary mob died you switch to one of the others and repeat. With your changes this is not possible. |
I'm going to go ahead and close this issue, reluctantly. Quite frankly I don't have the time or energy to focus on it anymore, the branch is becoming outdated and it seems clear that there's little interest in correcting the bug, even though there is evidence in the YouTube videos provided here by @Pitcrawler and here by myself that DoT damage does count toward evade timer reset. |
All damage should be counted toward evade reset. See comments and links in issue.
Closes #11153