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Ignite Munching And Why Mages Wanted A Fix - WotLK Classic PTR 3.4.2
WLK
由
Foolipe
发表于
2023/05/08,14:10
Blizzard has addressed "Munching" in the latest
PTR Update to Wrath of the Lich King Classic Patch 3.4.2
, improving the quality of life (and DPS) for Mages, Warriors, and Hunters. Foolipe, the Classic Mage class Writer for Wowhead, provides a breakdown on what Munching was, why it impacted quality of life, and what extreme measures Mages went through to circumvent the issue.
With the recent
Bluepost
from Blizzard, it was mentioned a much requested fix for
点燃
which is a huge quality of life change for Fire Mages, currently one of the most popular and better performing specializations. This bug caused
点燃
damage to be lost due to specific spell interactions. Essentially whenever two spells critically hit within approximately a 50ms range.
This happens in a few scenarios:
When a
活动炸弹
explodes at the same time as a
火球术
,
霜火之箭
, or
炎爆术
.
When you cast an instant
炎爆术
queued up after a
火球术
using
法术连击
.
Alongside Munching, there's was also a beneficial bug named Vomit (or bleeding) which instead added bonus
点燃
damage. This was caused by landing a critical hit within 40-50ms of the next
点燃
tick causing it to extend further and provide free unintended damage. This bug was not replicable through any player's efforts, and only had 30% "success rate" when in near perfect conditions.
It's important to mention fixing these bugs isn't a buff since Munching was almost completely avoided with the clever use of specific tools which evolved throughout these first two phases. To explain why here are some simulated damage numbers using the
Mage Sim
:
In Phase 2 Best in Slot, Fire Mage can do 10201.29 DPS in a 180s fight - assuming both bugs are enabled.
In Phase 2 Best in Slot, Fire Mage can do 10426.61 DPS in a 180s fight - assuming both bugs are enabled but with a
炎爆术
delay of 50ms.
In Phase 2 Best in slot, Fire Mage can do 10494.04 DPS in a 180s fight - assuming only munching is fixed.
In Phase 2 Best in slot, Fire Mage can do 10481.52 DPS in a 180s fight - assuming both munching and Vomit/Bleeding are fixed.
What all this means is that if both
点燃
related bugs are fixed, then the gain is only ~55dps out of almost 10.5k (~0.5%). Any informed mage would be equipped with one of these tools to get them into that range. The only players for whom it can be considered a buff are those who were uninformed, meaning it'll boost lower-end Fire Mage damage, but it won't impact high-end players besides the quality of life improvement.
Early in the expansion the
response
from the Blizzard team was that they wouldn't get involved because it could break other things or have unintended consequences. Since this was what we were left with players-made solutions were made to avoid this bug and these evolved as the past two phases went on, here is a little history of the solutions used:
Initially a simple solution was used in the form of a
CQS macro
(cancel queued spell) alongside the
炎爆术
cast which created a delay after the
火球术
just before it by canceling the queue system, meaning a mix of how fast you mashed the key combined with server lag and your own ping added up to the delay inbetween the two.
Not only did this cause pretty big gaps in your casts causing DPS loss, it was also very inconsistent due to the multiple factors causing the gap itself.
Afterwards some tools came into the fold, the
Pyroblast Anti Queue
Weakaura blocked the
炎爆术
from being clicked at all until the
火球术
had been cast. This caused it to be more consistent but again required very good connection since it needed you to also mash the
炎爆术
as fast as you could whenever you had an
法术连击
active.
Alongside it there was another Weakaura, the
Pyroblast Fake Queue
: this one instead of requiring a good connection, required a computer that performed somewhat well. This weakaura froze or stuttered your entire game at the end of a
火球术
whenever you were queue'ing a
炎爆术
. Although this still had limitations, it was a solution for people who had bad connections since you were allowed you actually queue your spells normally.
These solutions were the most commonly used tools to avoid the damage loss of Munching. Sadly Blizzard ended up blocking the function the Fake Queue weakaura relied on to function due to separate issues as can be seen in the error the weakaura caused suddenly: "
1x AddOn 'WeakAuras' tried to call the protected function 'SpellCancelQueuedSpell()'."
Some minor improvement happened until recently where the
SnakeQueue
weakaura which used the infamous
白鳞蛇
pet to summon the Snake in between specific spells to create a consistent gap which seperated the landing of your spells similar to the past. This specific pet unlike others doesn't have a global cooldown when summoning or dismissing it making it perfect for small intended delays.
This allowed players to both queue their spells which made the connection not as relevant as well as having much less stutter/freeze if at all when casting your
炎爆术
. As a bonus you also summoned a cute pet repeatedly during combat.
Around this time, there was also a tool made that automatically detected the presence of either
点燃
bug, and measures your ignite lost, or gained, from both. Alongside other metrics, it also provided delay measures on your
火球术
to both check whether the solution was working for you, as well as tinkering with the window/offset settings of the weakauras to further optimize them for people's personal ping, FPS performance and stutter preferences. It was named the
Munchalyzer
and you could troubleshoot your issues with the help of the community to reduce your Munching damage loss.
Recently while Blizzard was in the middle of balancing Feral Druid, one of the
Blueposts
briefly mentioned they're finally fixing the bug:
Lastly, and for transparency, we wanted to let you know that we have been experimenting with some foundational adjustments to Deep Wounds and Ignite to fix the very authentic–but very frustrating–“Munching” effect that causes these spells to not stack properly when two attacks that add to their magnitude land at the exact same time.
This was very appreciated news, although with some community concerns related to it possibly being misunderstood as a buff instead of a
quality of life change
, since the solutions involved having to lag or freeze your game to avoid damage loss.
Now, this week the fix was finally released in the PTR as can be seen in the recent
Bluepost
which mentions the following:
Spells and Abilities
The so-called “DoT Munching” behavior most readily noticeable in Deep Wounds and Ignite has been resolved.
After the community tested this bug it was concluded that neither Munching nor Vomit/Bleeding was occurring on PTR and players will be able play the main Fire Specialization with peace of mind that they're not losing damage due to something outside of their control. The Weakauras and any delay, stutter, or lag tool will become obsolete and
players will be able to play normally without the use of external weakauras, macros or addons.
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