Вообщем, как-то был пост от синих, что сурвы не полностью используют потенциал спека. Тогда Фростхайм и Зехера решили разобрать что-то же ГлавКраб имел ввиду. Недавно наткнулся на очень интересный пост на профсоюзе хантов на тему сливания лнл в сурве. Для меня это было откровение, а учитывая, что последнее время я бегаю в сурве, еще и хорошие новости. ДПС с новой ротацией вырос на 10% минимум. Вообщем, предоставляю вам сам пост:
"I’ve been getting a lot of questions about the SV Lock & Load rotation lately, and we’ve gotten a couple over on the Hunting Party Podcast as well, so I thought it would be a good idea to go over this again with details on what we know now about how the rotation works. In particular since a mere 50 latency can make a difference in testing this, people are getting different results from each other and, sometimes, coming to wrong conclusions.
Before we get into the explanation, here’s what the Lock & Load rotation looks like:
Explosive Shot
Tiny fraction of a second pause
Explosive Shot
Cobra Shot / Arcane Shot
Explosive Shot
DoT Clipping
One of the concerns with Explosive Shot is DoT clipping. The idea here is that when you fire an Explosive Shot, it hits one for full damage, then puts on a DoT that ticks each second for full damage again, for 2 seconds. If you fire a second Explosive Shot immediately, the new Explosive Shot overwrites the previous one — and if those 2 seconds haven’t passed, you could lose some damage from the ticks.
However, the way DoT clipping works changed in Cataclysm, to make it more friendly. If there is only 1 tick left on the target and you reapply Explosive Shot, that last tick gets added onto the new Explosive Shot. In effect, you do not lose the last tick. This means that we can almost — but not quite — fire two Explosive Shots back to back.
Back to Back Firing
Here’s what’s happening in a perfect world when you fire Explosive Shot back to back:
You fire your first shot and trigger the global cooldown, and now have to wait 1 second before you can fire again. The shot hits the target and does damage, and applies a DoT with a 2-second duration. In 1 second the first tick will happen.
You fire your second shot in exactly one second and it lands on the target exactly one second after the first one. This is just as the first tick of the DoT is supposed to be happening, and rather than ticking that first tick of damage, the Explosive Shot is overwritten with two ticks left. Thanks to the Cataclysm DoT system, one of those ticks stays with you, but you lose one of them.
On the other hand, if that second Explosive Shot is delayed just the tiniest fraction of a second, then that first tick will trigger before the second shot lands, in which case you don’t clip anything. This can literally be .01 seconds delay. Thus if you have any latency at all you can usually fire two Explosive Shots back to back. Now, we all have some latency; however, another innovation of Cataclysm is the shot queuing system, which lets us compensate for our latency. If you are using shot queuing and have it set up right, you can absolutely fire at exactly the right time, almost every time. Thus you need the tiniest of pauses after the GCD is up.
Note: this is all assuming that you’re standing still. Flight time of the shots is a factor. Thus if you’re moving away from your target you don’t need the extra delay, and if you’re moving toward your target you need a wee tiny bit more of a delay.
The Third Shot
You can do almost back to back Explosive Shots, but only for two. Because that extra tick adds on, you now need more time for that second shot to finish up all its damage. Thus you will need to weave a shot between the second and third Explosive Shot — Cobra Shot or Arcane Shot, depending on your focus situation (keeping in mind you’re going to need enough focus for the third Explosive Shot in 1 second).
You can, of course, change which Explosive Shots you fire back to back if you want to. You can fire the first Explosive Shot, weave in another shot, then fire the second two almost back to back with the fraction of a second delay in there. It’s basically the same thing.
Testing
This is easy enough to test for yourself, as long as you have shot queuing set up correctly for your latency. Just stand at the dummy, proc Lock & Load, then fire two Explosive Shots back to back. Do this a few times. Most of the time you should find that you get a total of 5 ticks of Explosive Shot damage, rather than the 6 that you should be getting (and if you get the full 6, that means you have a slight delay between your shots and you may want to tweak your shot queuing settings)."
Если коротко, то здесь объясняется, механика лнл в условиях Катаклизма. Последний и первый тики взр можно клипать, они не потеряются. Т е можно выстреливать первые два взр один за другим, лишь бы была минимальная задержка, хоть 0.000001сек, тик не потеряется. Третий взр все равно нужно будет выстреливать после аркана, чтобы не потерять тики. Самое интересное, что можно даже их выстреливать без задержек, достаточно только немного попятится назад после первого взр, но перед вторым взр. В результате у второго выстрела расстояние до цели становится больше и он прилетает в цель чуть более, чем через секунду после первого. Этого достаточно, чтобы не потерять тики. Потом стоишь на месте и выстреливаешь аркан, а за ним взр, далее можно бежать на прежнее место. Вообщем, эффект Доплера работает даже в ВОВ))) Вчера тестил на манекене, за 1 лнл 9 тиков, тики никуда не теряются. Прибавка к ДПС довольно солидная.