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    • MrCulé

      Free exp boost x3!!! 23.03-24.03.2018!   03/14/2018

      Hey, Angrathar community!  Some time ago we've promised to make events with increased Experience Rate - and promises should be kept. We have to change the form and length of this event though, because as you can see: the population is very high and we don't want the players to wait in queues. So! Experience Boost x3 (not x4, because it might look unfair for some people: everybody gets the same Experience Rate without supporting the project). The event will be enabled from 23.03.18 Friday, 15:00 GMT+1 (Realm Time) to 24.03.18 Saturday, 15:00 Realm Time. Time and date have been set up like this just not to surpass 5400 Players Online: the online cap that we don't want to increase. We are aware that not everyone can support the project and it's not a problem. We'll try to make events such like this in the future, if the player count allows us to.


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About KimmoKM

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  1. Casino Scam

    Personally, I would recommend gambling with Darkmoon Cards instead.
  2. T7.5 Warlock BiS (All specs) (Rawr simmed)

    What's the point of running any simulations at all with only self-buffs? Self-buffed DPS isn't of interest to anyone, and gear lists made based on those calculations are questionable at best when it comes to slots that aren't obviously right (say, Turning Tide). Besides, the results don't pass even common sense sanity check. Consider this: without replenishment or other raid buffs, you have to life tap roughly every 15 seconds. Subsequently, the 300spi->177sp proc from T7 4pt bonus has about 2/3rds uptime, yielding roughly 100sp on average. The set bonus is obviously really good and yet it's not included in the demonology gear list. Never mind that at least one demolock in the raid should prioritize sp over personal DPS in which case it's an even more damning fault. That detail aside, it's pretty clear at least demonology numbers by Rawr are way off in general. Indeed, I tested my raid DPS optimized far from optimal gear against boss dummies a couple of times with no Misery, no execute phase and stopping just as third metamorphosis came off cooldown (resulting in worst possible meta uptime), and I matched or beat your simmed numbers by a bit. Ordinarily I might point fingers at inadequacies of emulation but in this case it's pretty clear Rawr is more in the wrong. After all, it's well-known Rawr is not suited for true optimization for many/most specs in the game. Rawr works fine for some classes and for others it is adequate for purposes such as figuring out the gem setup to reach hit/expertise/ArP/whatever caps or finding items that might be worth investigating as potential upgrades, but to actually figure out optimal spec/glyphs/BiS items, you tend to want to use Simcraft or class-specific spreadsheets/simulators (and as far as private servers are concerned, you of course shouldn't trust even the best retail theorycrafting blindly). For example, SimCraft with what I think was your suggested gear setup sims 4.9k dps self-buffed for a 300s encounter, a difference of more than a thousand. Conversely, with full raid buffs the numbers are at 8k.
  3. Catch up mechanics : Yay or Nay?

    It's not just ICC 5-mans. You also have: 1) Triumph Emblems you can use to purchase the full T9.232 set, as well as a lot of 245 pieces, from doing content that could, no exaggeration, be soloed by the tank automatically assigned to you after the excruciatingly difficult task of pressing a button. At least here RDF is "bugged" such that you can't do dungeons you're already saved to, but you'll still get the full set in a few days. Throw a few 226 pieces from Conquest embles to the mix to fill in the gaps. 2) T10.251 set and 264 Emblem of Frost gear you can also get from RDF, admittedly a lot slower. 3) VOA, which gives you a chance at T9.245 and T10.264 4) Ilvl 264 PvP-gear that you can get from loosing battlegrounds, outclassing most low-tier PVE gear through sheer quantity of stats 5) ilvl 245/264 Crafted/BOE gear, some of said pieces being affordable to boot 6) Gear from TO(G)C. This presumably won't be the case here, but in retail TOC10 was tuned so loosely that it was literally doable by freshly dinged 80s and TOC25 wasn't far behind. Either way, even if it was hard, by ICC patch you could just get carried. You also have Trial of Champion, but presumably that would face a similar treatment to ICC 5-mans. Suffice to say, removal of ICC 5-mans does almost nothing to the speed of gearing up a fresh character as you can get a set of gear more powerful than the kit that non-hardmode raiders had the moment ICC hit. Don't get me wrong, I think it's silly for a 5-man to drop raid quality gear when they don't even present a legitimate challenge (unlike heroic Magister's Terrace), but they're the least of your problems. Without complete revamp of the progression systems, you can't make T7/T8 in any way relevant once ICC patch hits.
  4. Raid difficulty on Angrathar

    I sure as hell don't want an unbeatable encounter. What's the point in having one? See, for all the talk about WoW being an easy game and legacy expansions having been solved a decade ago, in the real world there are substantial differences between performance and coordination of players and efficiency of the guilds. Suppose you had a boss that in terms of raw throughput really was impossible for a guild with pre-raid gear: it'd remain impossible for T7 BiS geared guild that runs DPS warriors and the like instead of the 10 locks and DKs of the perfectly min/maxed pre-raid geared guild. Throw some execution to the mix (which you really won't see in Naxx but will in Ulduar) and you have a guild killer of a brick wall. Consider Kel'Thuzad. Despite three resets worth of gear and the general approach to beating the boss being pretty obvious from the public kill timers as well as the knowledge it can be beaten somehow, we just saw the fourth kill. Don't get me wrong, it was a deserved kill and I genuinely felt happy for <Epidemic> when watching the stream, but even they just barely pinched it after lots of wipes and going by KT kills, I believe they're the 4th best guild on the server. For most guilds, Kel'Thuzad in his current state IS impossible and they're never going to beat him unless Ulduar normal modes are easier and loot from them enables brute force tactics. At the end of the day servers live and die by their main demographics and high-end raiders are a minority. There needs to be some way for bad/casual raiders to progress their characters and there to be satisfying content appropriate to their skill level or they'll quit. Even if you don't care about their enjoyment per se, this would be bad even for players in the top guilds as the economy crashes, PvP queues will no longer pop up, the world ceases being lively and recruitment pool outside of poaching from competing guilds more or less disappears. This showcases the flaws in WotLK's design as there isn't a separate small group content progression path for casuals unlike vanilla and TBC while progression in general is more vertical, not to mention T7 being garbage that no one wants to farm forever while Karazhan and some of the lvl60 5-mans are among of the game's most beloved instances. But I digress. I feel T7 25-mans (with the exception of Sartharion, who, as the sole hard mode boss of the tier, doesn't deserve his Blizzlike status of a loot pinata) struck the right balance as it is. The top guilds were challenged as there were some bosses that didn't just fall over and die while guilds at the lower end of the spectrum are struggling to kill any bosses at all, but aren't so hopelessly outmatched that extra loot wouldn't be enough to enable meaningful progression. There isn't much room for making bosses any tougher without running into serious problems, and while you may get "waah waah waah Yoggy+0 didn't last the retail-like 83 days from Ulduar release" crybabies, one detail in the first paragraph becomes relevant. Your average player doesn't know the game inside out despite it being ten years old, but some of them DO, and should be able to figure out whether a boss really is within their means to beat or not. Overbuffing bosses just delays how many resets worth of gear the few top guilds will get before starting serious attempts instead of altering the perceived difficulty at the moment the boss gets beaten, all the while making the game worse for everyone else. Moreover, since "competition" and "fairness" appear to be important for the server staff, you run into a bunch of new problems. Suppose a boss turns out to really be unkillable and has to be nerfed? Sucks to be that guild that doesn't raid during the raid reset day, even though they could have killed the nerfed version one reset earlier than anyone else. The race to server firsts should be a marathon with better guilds gaining cumulative advantages. If you deliberately block progression by making bosses impossible, issues like today's crashes start mattering a lot more. And one final note. Retail WotLK Naxx was worthlessly trivial. It'd be possible to triple Patchwerk's HP and still be able to beat the enrage timer. Ulduar, on the other hand, was not. There is substantial room for buffing select encounters like Razorscale or Auriaya and you can buff even the toughest hardmodes because of knowledge advantage and more powerful 3.3 talents we have over top retail guilds. Buffs in the same order of magnitude (200%+) that T7 raids received should be utterly out of question however, even for the easiest of bosses. Please don't make the mistake of thinking you can buff Ignis the same way you buffed Kel'Thuzad or Malygos, not to mention the actually tough bosses.
  5. People kicking others from randoms.

    1. Remove RDF outright (I don't think it should have been available in the first place and this would certainly fix the issue, but given how long it has been available by now, it seems like a really harsh solution) 2. Remove all experience and gold rewards from RDF (you no longer have an incentive to join a random dungeon with no intent of doing anything else but, say, one boss in BRD, and can thus single queue to dungeons you actually want to do, plus less gold inserted into the economy is a good thing) 3. Remove penalties from leaving (you can already abuse the system to avoid those penalties anyway so why not, also removes potential uses in griefing by forcing people to leave on their own, or potential bugs like getting deserter due to DC causing completion of the dungeon to not be registered)
  6. Is it joke?!

    On similar note, the chat restrictions are also pretty annoying. It would be nice if it was 4 hours /played on account rather than on character. Or, alternatively, reaching level 5-10, which probably is more troublesome for gold sellers but isn't too bad of a wait if you want to, say, whisper someone in your guild for an invite.
  7. Gryphon routes

    WotLK added a few flight paths but they're not supposed to be super-abundant (one or two per zone rather than every questing hub). Azuremyst flight path is in the outskirts of Exodar.
  8. New here, a few questions

    Gear sales, presumably not. Sunwell is one of the oldest private server organizations around and I don't think they ever had that sort of thing, despite the demographics on their other servers being more open to this sort of thing than international playerbase of Angrathar. You can see player count by faction in the front page of the website. It's pretty much 55-45 Horde-Alliance. Alliance seems to have a much more PvP-focused playerbase, although Horde too has top rated arena teams. PvP queues pop regularly. As for Naxx, it has received buffs in the order of 200-300% buffs to many of the values, as well as some additional of buffed mechanics. Compared to Blizzlike values, it's outrageously tuned, although it was outrageously trivial to begin with. Looking at it from another perspective, only a few guilds have cleared it (and without nerfs there probably won't be many more, seeing as that there isn't that much scaling potential compared to pre-raid BiS), and some have struggled to kill any bosses at all.
  9. What to choose to make money?

    I have my suspicions about the value of alchemy. Now, there certainly is demand for consumables (I myself have probably chugged down 100+ potions of speed by now) but as a general rule, I think it's fair to say that the casual demographic isn't going to spend 5g to down a boss one second faster and those in somewhat serious guilds tend to get consumables crafted to them for free by a guildie, or commissioned in bulk from a random with vastly lower margin of profit than consumables sold in auction house. In other words, the market isn't "everyone" but a subset (players who buy consumables at last minute before raid from AH) of a subset (somewhat serious raiders) of all players. Moreover, more so than overall demand of goods, amount of competition -> time-efficiency is a far more relevant factor. Suppose you had a monopoly on belt buckles and you sold them at 50g profit each. Right now, I'd wager the demand is perhaps a hundred belt buckles per day: that would amount to 5000g worth of profit each day at perhaps 20k gold per each hour of active play time (and several thousand per hour logged stayed logged in, most of the time is spent AFK waiting for crafts to finish). However, given that there IS competition, you probably aren't going to amass such fortunes in such a little time and the same applies to alchemy. Indeed, while this isn't the case on this sever, at least not yet, on a lot of servers both in retail and private servers I've often found alchemy to be unprofitable in the extreme since there are a lot of herbalist+alchemists chasing their perception of an easy buck, and in actuality selling potions and flasks below material price, and presumably spending a lot of time and money in listing and relisting their goods due to heavy undercutting wars on top of hours spent flying around picking herbs. Basically what I want to say is that you shouldn't look at volume of goods at being sold overall. With that sort of logic the most profitable thing you can do in WoW is to grind mobs and sell their stuff to vendors as that presents an inexhaustible pool of gold while all player-based markets are finite. If you want to be rich, whether that means gold cap or just being well-off enough to do everything that gives you any amount of extra power (say, putting Abyss Crystal enchants on your alt's green gear), you should maximize profit per unit of time spent. I don't know if alchemy is profitable here because I wouldn't pick professions that aren't the min/max option, it could well be, but the real answer is a mindset and not the name of a profession. If you identify there is an untapped market in belt buckles and that yields 20k gold/h while alchemy is at 1000g/h, that's the profession you should pick for making money, not the profession that is generally perceived to be the money-making one. In retail WotLK I believe most gold-capped players made their fortune in inscription or jewelcrafting, but again, this is server-specific. You don't even need professions to make gold. For example, yesterday I spotted a business opportunity of that sort and made 3k in 10 minutes. To answer the original question, if you insist on gathering professions, I would imagine their ranking to be herbalism > mining > skinning right now, provided you pick a good area to do the gathering in. For example, you'd probably be better off mining mithril than being one of the dozens of players competing for cobalt. And mind you, this isn't the final word, just my hunch looking at the prices, and if my point came across at all, your reaction should be to continuously evaluate how profitable each of these choices is, as opposed to blindly trusting me or anyone else.
  10. Classes the Horde needs

    Tanks are always in demand so can't go wrong with a warrior
  11. Hit cap for dk in pve (not 8%?)

    Archavon's Choking cloud reduces your chance to hit by 50% so he might not be the best boss to benchmark this sort of thing.
  12. Big issue in RDF system

    That's the incentive structure created by the mechanic, I recall it being precisely the same in retail WotLK, indeed worse, because due to the size of the player pool. you were exceedingly unlikely to ever meet the same players again and even bad rep ceases becoming a consideration. In that case, of course, this sort of thing mainly happened in ICC 5-mans as gear from everywhere else is obsolete, besides people simply needing on everything they physically could. Anyhow, if a rule of this sort was in place, realistically most people wouldn't care. For example, right now there already seems to be this .listninja command but I've personally witnessed more instances of "ninjaing" (just flat-out needing on everything, or needing for guildies, or indeed being kicked for no apparent reason, and I think you could even get on the list by non-nefariously needing for offspec) than the number of people on the list! People are lazy and generally don't care so, if implemented, the rules would likely be invoked only by the whiniest kids on temper tantrums or simply out of spite. And if there WAS widespread adoption, it'd generate one hell of a workload for administration and easy opportunity for abuse given that each case couldn't be carefully reviewed given the presumably high volume of requests. The real solution is to scrap RDF so as to make reputation more of a factor when forming groups (as well as grouping with people you know being more, not less, convenient - right now you can't beat just pressing a button), to give players an opportunity to plan loot distribution while forming the party, and to make it difficult to get replacement players if you were to kick one, all the while buffing dungeons such that going into one is more of an investment. Not a solution that could be implemented here of course, but I believe the problem is primarily tied to failure in game design and vanilla/TBC way of doing things more or less eliminates the problem.
  13. Raid difficulty on Angrathar

    In terms of buffing relative to retail values, you can't buff Ulduar too much because retail-like Ulduar remains respectable even with 3.3.5a talents. What you have to realize that OS25 was cleared without having even a full 25-man group of raiders (who likely hadn't even stepped inside a level 80 dungeon), and so was Naxx up until more players in SK Gaming+Nihilum merger started dinging 80 for the final few bosses. Conversely, Ulduar has encounters that are legitimate contenders for the hardest ever. With buffed classes and perfect foreknowledge of what's to come, there IS room for buffing even Firefighter/Knock^3/Algalon/Yoggy+0 and substantial room for buffing the normal mode only bosses, but while Patchwerk could in principle have had its HP tripled and still remained doable by 100% min/maxed raid setups in pre-raid gear (read: tanks, healers and damage-dealers consisting of demo/affliction locks and a few characters for providing all the useful raid (de)buffs for them), you don't have such freedom in Ulduar.
  14. The current state of the raids.

    Naxx 10 grants the same ilvl of gear (besides KT) that you could already get. There really isn't much scaling potential at all compared to pre-raid BiS, you could get a similar raid DPS boost from your raid not including any warriors for example.
  15. The current state of the raids.

    As far as I'm concerned, the tuning was inconsistent. For example, the first handful of waves in retail Gothik could be soloed by a prot pally on 25-man and moderate inceases in values does virtually nothing with the baseline being so awfully low. The same deal with bosses like Patchwerk: on retail it takes about 2k DPS for each DPS player to beat the enrage while our #1 damage-dealer was at 7k and 5 were above 6k (ie. reaching their simulated potential for pre-raid BiS gear with 3.3.5a talents). On the other hand, the way we approached bosses like Gluth required a degree of coordination I don't think a lot of guilds would have and I felt Kel'Thuzad was overtuned if anything. Overall, while there didn't seem to be clear understanding on what encounters needed buffs and in what aspects (it should have been well-known that OS25+3D is really easy, it's just the 10-man that was in any way tough), I think it was the toughest Naxx I've done and well-tuned all things considered.