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Old 07/26/07, 9:54 AM   #31
 frmorrison
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Originally Posted by Zuqual View Post
While looking over our WWS report to construct said argument I noticed that the percent mitigation on melee attacks is already very low (~.2%).
WWS shows no information about melee attacks being affected by armor. Anyway, as armor reaches 0, it really a big help to melee (and threat generation), so CoR is a dps increase (assuming you have 5 phyiscal dps, which you do) over Curse of Doom (just remember to remove it around growth 8 or so).

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Old 07/26/07, 10:20 AM   #32
Mekkapiano
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Gnome Warlock
 
Bronzebeard (EU)
Originally Posted by sp00n View Post
You might want to search for the testings on Demoralizing Shout.
The mechanic is the same as CoR, only that it decreases the AP.

I don't know the exact results anymore and neither the thread itself, but the findings were no way near the 14 AP -> 1 DPS ratio IIRC. They seem to follow another ruleset.
Hadn't thought of searching for Demoralizing Shout! Found this thread:

http://elitistjerks.com/f33/t7058-de...g_shout_et_al/

Seems for a lot of mobs it's more like 2AP->1DPS intead of 14. I would hazard a pure guess that bosses are probably even more. CoR increasing AP by 135 would therefore increase incoming by ~68DPS and instants by ~223dmg before mitigation, which would start being noticeable. That's assuming of course that boss instants don't have some other massive multipliers.

Mobs and bosses having much higher multipliers than players can also be seen in their stamina->hp conversions if you read later posts in the thread (scorpid sting reducing stats and seeing the hp reduction). So mobs and bosses have normal stats and just higher multipliers depending on how big they are.

Another interesting thing in that thread is the reason why you can't reduce mob damage by more than 30% from attack power reduction - they simply run out of it. That's probably the neatest reason I've seen why CoW and DS don't stack. Just one is enough to reduce a mob/boss to 0 AP in many cases.

But anyway, there's some numbers to back up why CoR isn't a good idea vs any boss that deals significant "instant" melee damage.

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Old 07/26/07, 10:52 AM   #33
Skulli
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Talnivarr (EU)
Back in the days improved Demo reduced melee damage of a boss by ~20% and i think its around the same now.
CoR should be +5%, maybe a bit more.

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Old 07/27/07, 3:19 PM   #34
Daenrya
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Blood Elf Mage
 
Kargath
It's been my experience that many tanks are somewhat paranoid of Amp. Magic if they're going to be taking any kind of magical damage. I tend to try and sneak it on them after the pull so they might not notice it to click it off, until I get caught and yelled at for it. The benefit of giving every healer that much extra +heal just helps so much. Tanks are cranky bastards though, and don't like to be educated sometimes. I keep it up on myself in any instance where the only damage I'm going to take is physical based.

As for Dampen... I use it on myself on any fight where I'm going to be taking a good bit of secondary damage from magic (Najentus comes to mind) as it helps offset the 3% increase in damage I'm getting from those effects thanks to a talent. Good use of Dampen Magic and Fire/Frost Ward can make mages alot less squishy than we seem to be.

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Old 08/10/07, 1:04 PM   #35
deneba
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Human Warlock
 
Feathermoon
I am trying to understand the mechanics as they relate to Gruul specifically. Does anyone know how much armor he has so that I'd know how much CoR is going to boost our melee DPS? Also, does CoR also boost hunter dps?

I feel we tend to be a bit short on DPS for this fight and am trying to find ways to boost things. I'd be willing to try CoR for say eight growths if it makes sense but we only have three locks so I'd like to have numbers to show that it's a worthy alternative to curse of doom or curse of agony from a pretty well geared warlock.

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Old 08/10/07, 1:16 PM   #36
tedv
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Mal'Ganis
Originally Posted by deneba View Post
I am trying to understand the mechanics as they relate to Gruul specifically. Does anyone know how much armor he has so that I'd know how much CoR is going to boost our melee DPS? Also, does CoR also boost hunter dps?

I feel we tend to be a bit short on DPS for this fight and am trying to find ways to boost things. I'd be willing to try CoR for say eight growths if it makes sense but we only have three locks so I'd like to have numbers to show that it's a worthy alternative to curse of doom or curse of agony from a pretty well geared warlock.
It's hard to estimate these because the real benefit depends in large part on who is under performing. CoR will increase melee DPS by 4% to 7% on most fights, I believe. That will be awesome if your rogue and hunters are performing well and the "weak link" in DPS is your team of casters. But it's terrible if the reverse is true. The best thing to do is post the WWS parses in the WWS thread. People are generally good about noting missing curses.

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Old 08/10/07, 1:26 PM   #37
thaen
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Frostwolf
It seems to stand to reason that exactly one out of Amplify or Dampen would be ideal on any person in nearly any situation.
I don't think this is true. The benefit and drawback to using one or the other is not identical -- you can easily imagine fights where the drawbacks of both buffs would outweigh the advantages of both buffs.

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Old 08/10/07, 1:39 PM   #38
gotroot
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Undead Rogue
 
Gurubashi
Never mind, thought the values were 50% up and down.

Last edited by gotroot : 08/10/07 at 2:07 PM.

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Old 08/10/07, 1:56 PM   #39
 frmorrison
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Originally Posted by gotroot View Post
Am I wrong in thinking that dampen doubles my HP on fights with all magic damage.
No idea where you get your numbers, but Dampen reduces magic damage by a fixed amount, and maxes at 50% if the magic damage is low enough. It is better to get the full healing, unless your healers don't like to heal non-tanks.



Towards the question with CoR on Gruul, it depends on the number of melee/hunters, and their skill level to see if it worth it instead of Doom. My rule is if there are 5physical dps that are doing 600+dps (around 200 dps added), it is better than Doom (around 140 dps), plus tanks will have more Rage.

Just remember to remove it between Growth 8-10.

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Old 08/10/07, 2:30 PM   #40
world
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Human Warrior
 
Blackrock
Not meaning to be too destructive (de-constructive?), but I had a play around with that Mitigation mod that was mentioned earlier, with some testing on random mobs. I found it to be totally unreliable - either the armour values it calculated would not stabilize, or they would stabilize at a totally unrealistic value, or they would stabilize at a plausible value, which I would then find out to be wrong testing with Hamstring.

Summary - You're probably going to get a much better feel for a mob's armour/mitigation through hamstring or pummel, or any other attack that does fixed damage (taking into account talents and buffs of course), and then reverse engineering the armour value from there.

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Old 08/10/07, 2:30 PM   #41
Zure
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Undead Mage
 
Nathrezim
There appears to be a cap on AP reduction to mobs. Mob damage is a function of AP plus a base dmg value. 1/5 imp Demo seems to reduce the AP portion to zero, so there are no benefits from improving it. However, if you have a warrior with 5/5 imp demo shout, you can put up CoR without adding any net AP to the mob.

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Old 08/13/07, 5:49 PM   #42
necropsis
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Trollbane
Heres a thought for you, is it more beneficial to get the 1.5 second reduction on fireblast or go ahead and get improved amp/dampen magic and put just one point in there?

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Old 08/13/07, 6:08 PM   #43
lithium1189
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good topic, there are those few fights where these extras can be very beneficial.

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Old 08/13/07, 7:32 PM   #44
Roywyn
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Originally Posted by necropsis View Post
Heres a thought for you, is it more beneficial to get the 1.5 second reduction on fireblast or go ahead and get improved amp/dampen magic and put just one point in there?
For raids, you need only 1 point in Improved Fire Blast for a FBlast/2*FBall rotation (you have a 1.5s GCD after every blast), and having someone in the raid with improved amplify/dampen can be handy in several encounters. I guess it's also nice against magic burst in PvP.

It may sound a bit stupid, but just go with what you have right now and think after every day how much you would have benefitted from a lower cooldown, then decide.

Edit: I don't think you gain anything at all from 2/3 or 3/3 Improved Fireblast, only 1/3 does something for you:

0.0 - cast Fire Blast; 7.5s CD on FB, 1.5s GCD
1.5 - cast Fireball (just as GCD is up); 6s remaining CD on FB
4.5 - cast Fireball; 3s remaining CD on FB
7.5 - cast Fire Blast, the cooldown just came up again

With 2/3 or 3/3, the cooldown would come up with Fireball 1.0s or 0.5s before it completes. Nothing that help you, or would allow you to fit in a scorch.
Mind you that Fire Blasting is a small DPS increase at a high mana cost. As a non-arcane mage, use molten armour first to convert mana to damage.

Improved dampen/amplify is a decent boost. You (or someone in the guild) should pick it up unless it makes you loose other essential talents.

Last edited by Roywyn : 08/14/07 at 7:09 AM.

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Old 08/14/07, 2:07 AM   #45
necropsis
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Originally Posted by Roywyn View Post
For raids, you need only 1 point in Improved Fire Blast for a FBlast/2*FBall rotation (you have a 1.5s GCD after every blast), and having someone in the raid with improved amplify/dampen can be handy in several encounters. I guess it's also nice against magic burst in PvP.

It may sound a bit stupid, but just go with what you have right now and think after every day how much you would have benefitted from a lower cooldown, then decide.
I keep looking at it, and yeah I lose out on about 8k damage on a 10 minute fight (this is stating I cast it everytime its up, which does NOT happen due to being in the middle of a cast), so in reality its definately less than 8k in loss. During that time however the tanks are getting significantly more heals. Id rather the tanks stay up then me get an extra % or so damage. None of the other mages left points for it and I really feel every raid deserves one mage to have it.

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