Heroic Strike and Cleave do not consume Flurry charges

Currently in Classic, Heroic Strike and Cleave do not consume Flurry charges while in vanilla they did, as proven by multiple examples from a 1.12 video below.


First the bug, as shown by the following abridged log excepts:

9/16 18:07:28.525  SWING_DAMAGE (Melee swing, crit)
9/16 18:07:28.834  SWING_DAMAGE_LANDED (Melee damage applied, crit)
9/16 18:07:29.240  SPELL_AURA_APPLIED (Flurry gained, 3 charges)
9/16 18:07:30.082  SPELL_CAST_SUCCESS (Heroic Strike cast)
9/16 18:07:30.452  SPELL_DAMAGE (Heroic Strike damage applied)
9/16 18:07:31.472  SWING_DAMAGE (Melee swing, non-crit)
9/16 18:07:31.680  SWING_DAMAGE_LANDED (Melee damage applied, non-crit)
9/16 18:07:32.071  SPELL_AURA_REMOVED_DOSE (Flurry charge removed, 2 remaining)

In the log above the player crits a normal melee swing, gains Flurry, lands a non-crit Heroic Strike which doesn’t consume a Flurry charge, then hits another regular melee swing which does consume a charge.

9/11 17:19:36.667  SWING_DAMAGE (Melee swing, crit)
9/11 17:19:37.065  SWING_DAMAGE_LANDED (Melee damage applied, crit)
9/11 17:19:37.470  SPELL_AURA_APPLIED_DOSE (Flurry refreshed to 3 charges)
9/11 17:19:39.277  SPELL_CAST_SUCCESS (Cleave cast)
9/11 17:19:39.504  SPELL_DAMAGE (Cleave damage applied, non-crit)
9/11 17:19:39.504  SPELL_DAMAGE (Cleave damage applied, non-crit)
9/11 17:19:41.899  SPELL_CAST_SUCCESS (Cleave cast)
9/11 17:19:41.934  SPELL_DAMAGE (Cleave damage applied, non-crit)
9/11 17:19:41.934  SPELL_DAMAGE (Cleave damage applied, non-crit)
9/11 17:19:44.784  SWING_DAMAGE (Melee swing, non-crit)
9/11 17:19:45.166  SWING_DAMAGE_LANDED (Melee damage applied, non-crit)
9/11 17:19:45.567  SPELL_AURA_REMOVED_DOSE (Flurry charge removed, 2 remaining)

In the log above the player crits a normal melee swing, refreshes his Flurry charges to 3, lands a non-crit Cleave which doesn’t consume a Flurry charge, lands another non-crit Cleave which doesn’t consume a Flurry charge, then lands a non-crit melee swing which does consume a charge.


And for the vanilla proof (video is 1.12 as evident by cross-realm battlegrounds):

He crits an Overpower and gets 3 Flurry charges, then immediately uses an Heroic Strike that is dodged and consumes a Flurry charge (can see it change from 3 to 2 in his buff bar above):

Crit an auto attack which gives him Flurry, then lands a non-crit Heroic Strike which reduces his Flurry charges from 3 to 2:
https://youtu.be/ISx6eni6I1k?t=186

Crits multiple Whirlwind hits which gives him Flurry, then lands a non-crit Cleave which reduces his Flurry charges from 3 to 2:
https://youtu.be/ISx6eni6I1k?t=440


-magey & the Fight Club team

4 Likes

why is no one talking about this, this is actually grossly broken for 2hand fury. with proper pre-raid bis itemization and a few world buffs, you could actually maintain 100% uptime (so long as you don’t have an incredibly long string of non-crits, which just… shouldn’t happen.) on a raid boss. this means for 2hand fury, heroic strike might actually beat out whirlwind/BT on single target fights for dmg priority, and 2hand fury will be doing grossly higher dmg than they should be. and if it’d be bad now, wait until they get AQ gear.

This needs to be fixed.