Where is scourge strike
This is rare. Not necessary for instant spells. Only used for re-stealth scenarios. If true, this spell will not put the player back into combat won't flip the OutOfCombat flag.
When instant or casted spells are used back-to-back, the game lets you chain them perfectly via a queueing mechanism. This flag enables similar behavior in instances that it would otherwise not be in effect, e.
Amount of power rage, energy, mana, etc. Amount of alternate power combo points, chi, demonic power, etc. Amount of pet power energy, focus, etc.
An extra condition required to use this action e. Cooldown and power requirements are already checked and do not need to be included here. If specified, all Effects on this spell that do not have their own triggers will execute when this event happens. If this is an Active spell, things that proc on Cast Success and Cast Complete of this spell will execute as if this spell had been directly cast.
The type of event that will trigger the associated effect. Chance to trigger on the associated event. Should be a number between 0 and 1, e. Some effects can only trigger every so often, used in conjunction with Chance. Some effects can only trigger so often on each unique target. Some effects can only trigger so often on each unique ally target.
Necessary if e. Chance to trigger using the Real PPM system, value should be number of procs per minute. Seems that some still do in Legion, so check this to enable that behavior on a case-by-case basis. Disable unlucky streak prevention for RPPM triggers.
Chance to proc using the Deck of Cards system, value should be an integer between 0 and Deck Size. Deck size for the Deck of Cards system. Reference the ID of another trigger, and share the trigger chance logic with that trigger. This is most useful for RPPM, where state tracking is necessary.
How many times to execute the triggered effect s. Defaults to 1 if left blank, changing this is rare. The proc is tried once for success or failure, and then it executes the effect s this many times as opposed to trying the proc this many times. Set to control the order that this effect triggers in relation to other effects that trigger off the same event.
Any value or less go before triggers with no order specified. Any value 10, or more goes after triggers with no order specified. The unit or units that should perform the triggered effects. It is rare to change this to something different than the current actor Self. The code names of the specific pets that should perform the triggered effects. For Pet Conditional mode, will only try pets of this kind. Condition used to filter all active pets, return true to allow the pet or false to skip.
If specified, restricts which spell events will trigger this effect. By default all spells can trigger an effect. If true, will only match active spells. If true, will only match passive spells. If true, will not match spells associated to an equipped item, enchant or a consumable. If set to something other than None, only spells and effects that match this spell school will pass the filter. It must be an exact match unless the School Inclusive option is used. Usually the spell school filter must be an exact match e.
Astral would only match Astral spells. When Inclusive is checked, any Astral, Nature, or Arcane spell will match. If true, will only match spells with a power cost defined. If true, will only match spells with an alternate power cost defined. If true, will only match spells affected by CDR: most actively-cast spells with a cooldown.
Notable exceptions are spells cast by pets, consumables, racials, and on-use items. If true, will only match spells flagged as triggering a global cooldown.
If true, will only match spells with at least one damage effect direct or periodic. If true, will only match spells with at least one helpful effect heal or ally buff. If true, will only match spells with at least one periodic effect, and will only match periodic effects if targeted at an effect directly.
If true, will only match spells that have no periodic effects, and will only match periodic effects if targeted at an effect directly. If true, will only match spells with at least one damage effect that is flagged as an auto attack, and only damage effects flagged as auto attack if targeted at an effect directly.
If true, will only match spells that have no effects flagged as auto attacks. If true, will only match the general covenant spells. If true, will only match class-specific covenant spells.
If true, will only trigger from damage or periodic damage effects that are not flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as weapon attacks. Used only for items.
If true and the player is a non-caster, only triggers on effects explicitly flagged as triggering caster items. If true and the player is melee, only triggers on effects explicitly flagged as triggering ranged items. Only trigger from effects initiated by the specified units. The default value is Player, meaning triggers only fire when the current actor is the player. List of spell or effect Code Names. ONLY these spells or effects will pass the filter if this is the only filter.
These spells or effects will NOT pass the filter. A custom filter condition called for each spell, return true to allow the spell. The name of the spell being checked is accessible via TriggerSpell.
This is only evaluated once when the simulation starts, so only use static quantities like HasTalent, etc. The list of everything that this spell causes to happen. By default an Effect inherits identifying information from its Spell, but you can override it to give a specific Effect a different identity. The game does this sometimes, e. Remember that if you give a Code Name to e. Must be CamelCase, no special characters, start with a letter. Spell display name. This can override the auto-maintained Display Name which tends to get overwritten whenever you save.
Overrides the parent Group Under ID. For display only, overrides the parent Use Spell ID. It is common that a damage effect will have a different spell ID than actual spell that you cast to do that damage. Use this spell ID to get the right use count for an effect from the spell that is directly used. If true, this effect will be hidden on reports. Useful for 'artificial' effects that shouldn't impact counts and stuff in the output report.
Damage formula for Damage effects. Only necessary if a spell has a special, spell-specific critical damage multiplier.
The game has two different kinds of crit damage modifiers that combine differently, these are the more confusing ones because the tooltip generally shows half of the actual value. Most shields absorb all damage, but some are limited to just physical or just magical. This shield can only absorb damage from the next attack that could hit it whether that attack does any damage to the shield or not.
If this shield is applied to a target that already has the shield, it stacks the shield up to Shield Max or no limit if no max is set. For a stacking shield, the max amount it can stack to. Healing formula for Heal or Shield effects. Only necessary if a spell has a special, spell-specific critical healing multiplier. The game has two different kinds of crit healing modifiers that combine differently, these are the more confusing ones because the tooltip generally shows half of the actual value.
Crit chance for Damage and Healing effects. Not as relevant anymore Miss chance for Damage effects. Most spells can't miss anymore. True for an attack that can be blocked if attacking from the front only really used by tanking simulations. True for an attack that can trigger item effects that trigger only on spell cast. Used mainly for melee specs that can use certain caster trinkets. True for an attack that can trigger item effects that trigger only on ranged abilities.
Used mainly for melee specs that can use certain ranged-only trinkets. If this damage or heal effect shoots a missile, the travel time for the missile before it will hit and do its effect and trigger any associated procs. For Periodic effects, each tick will fire a missile with this travel time. If this damage or heal effect shoots a missile, the missile speed in yards per second.
For Periodic effects, each tick will fire a missile with this speed. For AoE spells, the default behavior is to shoot one missile that splashes off the main target. Set Distinct Missiles to true to fire a distinct missile at each target instead.
Most spells calculate the outcome before the missile is launched. Turn this on for rare cases where it is calculated on impact Frost Mages. If true, this damage effect is considered off-hand damage, which can impact things like which procs get associated with this effect. If true, this is classified as an auto attack, and can be targeted by procs that only happen on auto attack.
If true, this damage effect is considered a weapon attack, which can impact things like which procs get associated with this effect. If true, the damage formula for this AoE damage effect is total damage, and it is split evenly with all targets hit. If true, the healing formula for this AoE heal effect is total healing, and it is split evenly with all targets hit.
Duration is used by many effect types: buff duration, buff extend duration, cooldown modification, etc. Number of times that this effect should tick. Alternative to specifying a Duration. The time between ticks. If not specified, will tick only once at the end of the Duration. The time until the first tick of this Periodic effect.
It is rare that this would be different than the regular interval. Different Periodic effects refresh themselves with different rules. If true, do a partial tick at the end if the duration is too short to fit another full tick.
If true, do a tick immediately when the timer or periodic effect starts. This immediate tick does not interact with the tick schedule or other properties in any way. At the time this periodic effect is applied or refreshed, execute this formula to snapshot and store a coefficient with this instance of a periodic effect, which can be referenced in anything that triggers from an event like Tick from this periodict effect via the PeriodicCoefficient function.
True if this is a debuff applied to the current target rather than a buff applied to the player. True if this is a buff applied to the currently targeted non-pet ally rather than a buff applied to the player.
Not that common. If set for a Buff, this buff is always on and never expires once applied. If true, if this buff is refreshed, the new duration is appended to any current duration. If true, if this buff is refreshed, its duration is not extended, but its stack can go up. If true, nothing that depends on this buff can be cached.
Only necessary if the value of this buff at a given stack is not always the same, and not a function of another stat like Mastery that is explicitly referenced in the buff stat's formula.
This is rare, and bad for performance. Use as a last resort. For Save Value effects, the formula for the value to queue when this effect is executed. For Self Damage, the amount of damage to do to yourself.
The maximum number of entries to queue up with a Save value effect. The maximum age of an entry in the queue. Useful to e. If true, becomes a priority queue where the smallest value is always at the head of the queue.
If true, becomes a priority queue where the largest value is always at the head of the queue. Some periodic effects, when extended, will round to the nearest tick. The number of stacks consumed each time a Consume Buff effect occurs. If not specified or zero, the buff is completely removed. Of all the spells matched by the filter, only consume the HoT with the least healing remaining.
The number of charges to add or remove from a cooldown. If specified, the cooldown rate will be changed. If Duration is also specified, this effect will be reversed after Duration sec have passed.
If true, also modify the total duration of the cooldown rare. Does nothing if Charges is specified, only works with a Duration modification. Rare, handles a special case: if true, only modify the cooldown of one of the affected spells at random, skipping spells that aren't cooling down. The type of resource rage, energy, etc. If the loaded player does not use this resource, then this effect is ignored.
The amount of resource gained from a Resource effect. Use a negative value to consume a resource instead. Code name for the pet summoned or dismissed by this effect, needs to match up with an action list in one of the loaded rotations for a simulation. Display name for the pet summoned by this spell. Some spells summon multiple copies of a pet at once. Most pets follow the master's target.
The pet will attack the target closest to the master's target, but will exclude targets already being attacked by the specified friendly units. If there aren't enough targets, then the pet will attack the player's target. Defaults to dismissing all instances of the named pet. Oldest will find the oldest where 'oldest' means the ones that will expire the soonest N instances and dismiss them. Random will pick N random pets to dismiss. If specified non-zero , only dismiss this many instances of this pet instead of all of them.
If true, this pet will not attack the same target as the player. A list of pet code names. This pet will not attack the same target that any of these pets are attacking. If the pet targeting mode could result in multiple valid targets, these priority rules are used to choose between them. If no rules are provided, the valid target closest to the master is chosen.
Each target is checked with this filter, the first match becomes the current target. If none match then the next entry in the target priority list is checked.
If an NPC is present with this name, it is targeted. Not used as commonly as Filter, because each boss script has a fallback kill priority that targets NPCs by name. Descriptive comment of this custom target priority rule. Set to true if this pet uses a resource for some of its abilities.
Type of power used by this pet e. Doesn't seem worth it to Originally Posted by DrHasenbein. Hey everybody, I have a few questions: As Unholy DK when exactly do I use scourge strike over necrotic strike,and does Scourge of worlds affect necrotic strike as well or, do I simply necrotic strike whenever I do not have a scourge the world proc and use scourge strike whenever i get the proc from death coil?
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