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Old 07/23/06, 6:21 AM   #1
Drac
Glass Joe
 
Murloc Druid
 
Mug'thol
This is my first time posting here, I tried posting this on the Blizzard forums but it didn’t get very far. I have spent a long time gathering information, understanding the mechanics of the game and the druid class, and putting together calculations to show the many different stats of the Druid into an application (I do not claim that this is perfectly accurate, as I am still learning and my equations may not be perfect, please share any values that are off so that I can modify them to be accurate).

I originally made this to try on different gear and buffs and see how much DPS I could achieve, what would be the ideal gear to wear. Of course since DPS is only part of what a druid can do, I added in other calculations as well.

The application allows you to see what your stats will look like with various gear, enchant, buff, potion and talent set-ups. Stats include healing efficiency, dps, hp, mana, armor, how much your swiftmend will heal for, your mana regen and much more. I have learned quite a lot while making it, and it has helped me decide on what gear I want to get, hopefully others can get some use out of this as well.

This is what it looks like:
Main UI
Buffs, Enchants, Gear, Stats etc

Download v1.1

Features:
-allows you to enter all your gear
-allows you to add/edit/delete gear
-allows use of enchants
-allows manual stat entering
-select talent set-up
-entry of your estimated miss chance
-entry of damage reduction of mobs
-entry of time between healing touches
-save and load gear\enchant\talent set ups
-use of buffs
-has a table of healing efficiency
-shows damage of cat hit/shred/ravage before and after reduction
-shows average dps in cat form
-shows many stats including hp, mana, regen, armor and more

Note on DPS:
This is by far the hardest calculation to make, especially when you have to go digging through tons of blizzard forums and scouring wowwiki trying to find good combat mechanic information. Currently, I only have miss, hit, armor reduction and crit in the calculations. You can type in the chance you’ll miss a mob and your tohit gear will subtract from that, currently stopping at 1% miss. Glancing blows, and dodge are not yet in the calculation (because I was not sure how they worked exactly at the time). Useable trinkets, omen of clarity proc, and other trinket procs are not in the calculation yet. However the effects of Wolfshead helm are modeled in the shifting DPS formula, I actually found that with furor and wolfshead (60 energy a shift) shifting frequently will yield a large boost to dps. The shifting dps formula has the loss of 1 auto attack (which is more than enough, since sometimes you shift out and swing with your weapon before shifting back), and a dps range, the low meaning you wasted 19 energy each shift, the high meaning no energy wasted a shift, if you shift after every combo, with lag permitting and no more than 19 energy wasted your dps will fall between the 2 numbers. Rune of Metamorphosis anyone?
The DPS value follows these guidelines using a constant 5 shred->rip combo (and shifting after each combo for one), not using cower or tigers fury.

Anyways, how I now understand combat mechanics, from behind a level 63 your swing outcome will be 5.6 miss, 5.6 dodge, 40 glancing, 48.8 hit&crit if you had no +hit or +crit gear. If you had +6 to hit would it take miss to 0? Is dodge at 5.6% no matter what? Anymore than 6 to hit is a waste? And glancing blows are only for white damage? Those are pretty much my only questions regarding DPS to model it more accurately, unless someone sees something I am missing.


Analysis using the applications data
Raw data only shows so much. There are many variables, lag, play-style, spec, encounter design, how obtainable items are that can effect how useful a Druid is at any particular time. Never the less, using the application’s data, here is a comparison of the sustainability of a certain HPS, and the DPS and an analysis based off this information of 4 different talent builds with some of the better gear for each (on a night-elf druid, I do not include paladin or shaman buffs).

Potions + Buffs:
Divine Spirit
Arcane Intellect
Fortitude
Mark of the Wild
Trueshot Aura
Battle Shout
Mana Oil or Elemental Sharp Stone
Elixir of Mongoose
Elixir of Giants
Mageblood Potion
Nightfin soup or Smoked Desert Dumplings
Blasted lands (25 spir or 25 agi)
Flask of Distilled Wisdom
Winterfall Firewater
Major mana (approx 50m/5s-1800m/2min)


Healing gear:
Dreamwalker Headpiece (10 sta 10 int 24 healing)
Dreamwalker Spaulders (33 healing)
Dreamwalker Tunic (4 stats)
Dreamwalker Wristguards (4m/5s)
Dreamwalker Handguards (30 healing)
Dreamwalker Girdle
Dreamwalker Legguards (10 sta 10 int 24 healing)
Dreamwalker Boots (7 sta)
Angelista’s Charm
Cloak of Clarity
Signet ring of the Bronze Dragonflight
Ring of the Devoured
Shard of Scale
Rejuvinating Gem
Scepter of the False Prophet (55 healing)
Sartura’s Might


DPS Gear:
Wolfshead Helm (8 agi)
Mantle of Wicked Revenge (30 AP)
Ghoul Skin Tunic (4 stats)
Qiraji Execution Bracers (9 str)
Gloves of Enforcement (15 agi)
Belt of Never-ending Agony
Leggings of Apocolypse (8 agi)
Boots of the Vanguard (7 agi)
Prestor’s Talisman of Connivery
Cloak of the Fallen God (3 agi)
Circle of Applied Force
Might of Cenarious
Drake Fang Talisman
Rune of Metamorphosis
The End of Dreams (15 agi)
Tome of Knowledge


Healing gear + Potions + Buffs:
329 stam
333 int
206 spirit
131 m/5s (+50m/5s from mana pots)
1045 healing
8/9 dreamwalker bonus’s (I didn’t include the set bonus’s in calculations, it should effect all talent specs about equally however)


DPS gear + Potions + Buffs:
221 strength
331 agi
258 stam
9 tocrit
7 tohit
936 ap
wolfshead helm bonus
rune of metamorphosis (or other dps trinket) bonus.


Build 1 (pure damage) 14/32/5
Build 2 (Healing/Feral) 31/20
Build 3 (Swiftmend Healing with some feral utility) 8/11/32
Build 4 (Max healing efficiency) 24/0/27


Build 1 / Build 2 / Build 3 / Build 4: with full healing gear + buffs + potions
Note: Calculations do not include the chance of spell crit.
Mana: 10,764 / 10,764 / 9,459 / 9,459
300 HPS: 41.12 / indef / indef / indef minutes
400 HPS 8.76 / 27.18 / 29.92 / 294.12 minutes
500 HPS: 3.4 / 8.27 / 8 / 11.65 minutes
650 HPS: 1.82 / 2.53 / 2.74 / 3.31 minutes
800 HPS: 1.21 / 1.54 / 1.58 / 1.85 minutes
Graph of the Data:


Build 1/Build 2/Build 3 DPS (Build 4’s DPS is based on magic, which I have not made calculations for yet)
Note: DPS is calculated with no dodge, minimum 1% miss, no glancing blows and no armor reduction, also the DPS does not include shaman or paladin buffs.
Crit: 38.7 / 38.7 / 29.7
AP: 2202 / 2202 / 1998
DPS: 558 / 507 / 414
DPS Shifting: 612 / 557 / 440
Note: Build 1’s DPS should be higher because it doesn’t include omen of clarity procs, Build 3’s DPS should be lower because it includes Blood Frenzy (Have not made a calculation without it yet)

-----------------

Comparing Build 1 (14/32/5) to Build 2 (31/20):
300 HPS: n/a
400 HPS: Build 2 maintains it 210% longer
500 HPS: Build 2 maintains it 143% longer
650 HPS: Build 2 maintains it 39% longer
800 HPS: Build 2 maintains it 27% longer
5 minutes: approx 450 hps vs 545 hps, build 2 is 21.1% more
7 minutes: approx 420 hps vs 520 hps, build 2 is 23.8% more
10 minutes: approx 380 hps vs 465 hps, build 2 is 22.4% more
15 minutes: approx 345 hps vs 430 hps, build 2 is 24.6% more
DPS: Build 1 is 10.0% more dps (more from omen procs)
DPS Shifting: Build 1 is 9.9% more dps (more from omen procs)
Analysis:
You are trading:

about 20-25% more sustained healing
.5 second faster heals


for

>10% more dps
omen of clarity
burst cat damage potential
more shifting


Build 1: Omen of clarity is random, so you cant really rely on it in a raiding environment for anything besides a boost in DPS (Some of the best burst damage you can get is an omen proc off a ravage). Tanks are usually topped off in less than 2-3 seconds, so tossing a heal off this proc will be an overheal most of the time, but can be marginally useful to add the regrowth hot for almost free. I consider this the ultimate farming build, you are doing the most DPS you can possibly achieve (in feral) and omen procs often enough so that you can give yourself a free heal then immediately go back to killing. Shifting is forgiving with Natural shapeshifter (good for changing roles constantly or mad energy boost for cat). A few points can be changed around and you are the best bear tank you can be in agro generation and mitigation. This build also works well for current 5-10 man content where fights are quick and you have time to mana up between, where sustained healing isn’t very important.

Build 2: A .5 second faster heal is nice, but it does not really effect things if you are constantly casting and stop casting if the tank is at full before the heal goes off (You could argue .5 seconds more gives you more time to determine whether to cancel a heal or not). Your loss in DPS, shifting frenzy and random fun of omen is made up by a large boost (20-25%) in sustained healing, making you more or less equal to a resto druid in sustained healing. Additionally, you can drop your group buff Leader of the Pack (loss of about 1% of your dps, 557->545) for Natures Swiftness. It’s really personal preference which you take, NS is on a 3 minute cooldown. In PVE I enjoy landing a 3k+ instant heal in those oh *&^# moments, but it certainly isn’t required, I also enjoy boosting the Raids DPS constantly. For PVP where damage very much comes in bursts NS will probably see a lot more use than 1% more DPS.

-----------------

Comparing Build 1 (14/32/5) to Build 3 (8/11/32)
300 HPS: n/a
400 HPS: Build 3 maintains it 242% longer
500 HPS: Build 3 maintains it 135% longer
650 HPS: Build 3 maintains it 51% longer
800 HPS: Build 3 maintains it 31% longer
5 minutes: approx 450 hps vs 545 hps, build 3 is 21.1% more
7 minutes: approx 420 hps vs 510 hps, build 3 is 21.4% more
10 minutes: approx 380 hps vs 460 hps, build 3 is 21.1% more
15 minutes: approx 345 hps vs 435 hps, build 3 is 26.1% more
DPS: Build 1 is 34.8% more dps (more from omen procs)
DPS Shifting: Build 1 is 39.1% more dps (more from omen procs)
Analysis:
You are trading:

A good 35-40% dps (more because the resto build has a false DPS boost from blood frenzy)
LotP group buff
Faerie Fire in forms (if you got it)
more agro generation and damage in bear
more HP in bear


for

20-25% more sustained healing
3700(5000 crit) burst heal every 3 minutes
1946(2919 crit) busrt heal every 15 seconds (if your rejuv is on before the burst happens)
1946(2919 crit) 1.5 second heal usable while moving every 15 seconds (rejuv, global cooldown time then swiftment).


Build 1: Much more DPS than build 3. Faerie Fire Feral is great for pulling in forms, keeping rogues from vanishing while in form, wasting the mana of ignorant dispellers trying to keep it off themselves not knowing its free for you, and all around keeping the armor debuff on whatever your fighting for free. It’s much easier, and free, to keep fairie fire on mobs in PVE if a druid has this in form.

Build 3: Trading a large amount of your feral DPS and utility for sustained healing, some burst healing and a little more healing utility via swiftmend. Swiftmend adds a lot more healing utility for the Druid both PVE and PVP. Burst healing never hurts PVP, and if you know someone is going to take a burst of damage in PVE (Arcane burst from the twin emps?) it can make healing easier. Not to mention you can do it while moving. Basically a 1.5 second heal if you are not ready to heal, or instant if you know its coming and already have your rejuv ticking. Can change some feral utility, feral charge, natural shapeshifting or natures grasp for imp regrowth or subtletly if you really want a little more edge to your healing. Someone in the raid should get imp mark, keep in mind feral charge is made much more useful with furor, if you drop furor for mark id consider dropping feral charge as well.

-----------------

Comparing Build 2 (31/20) to Build 3 (8/11/32)
300 HPS: n/a
400 HPS: Build 3 maintains it 10% longer
500 HPS: Build 2 maintains it 3% longer
650 HPS: Build 3 maintains it 8% longer
800 HPS: Build 3 maintains it 3% longer
5 minutes: approx 545 hps vs 545 hps, 0% difference
7 minutes: approx 520 hps vs 510 hps, build 2 is 2.0% more
10 minutes: approx 460 hps vs 465 hps, build 2 is 1.1% more
15 minutes: approx 430 hps vs 435 hps, build 3 is 1.2% more
DPS: Build 2 is 22.5% more dps
DPS Shifting: Build 2 is 26.6% more dps
Analysis:
You are trading:

22-27% dps (more because the resto build has a false DPS boost from blood frenzy)
Faerie Fire in forms (if you got it)
more agro generation and damage in bear
more HP in bear form


for

1946(2919 crit) busrt heal every 15 seconds (if your rejuv is on before the burst happens)
1946(2919 crit) 1.5 second heal usable while moving every 15 seconds (rejuv, global cooldown time then swiftment).


Build 2: More feral utility and DPS. Again, you can choose group buff or burst heal every 3 minutes.

Build 3: NS and Swiftmend makes you the hardest you pretty much possibly can be to kill. You give up almost all your feral DPS and some feral utility to do this though. PVE druids currently spend a large amount of time healing, so you will put the heals to good use there, and can be a good off-tank (if you keep ferocity, thick hide or feral instinct and feral charge) should the need arise and you have some gear for it. Cat DPS is pretty low this spec, good for cower and sprint or as an opener in PVP, that’s about it. PVP in groups you can let loose some wicked burst healing to keep your group up, solo you will win by mostly outlasting your enemy and slowly wearing them down.

-----------------

Build 4 (24/0/7)
5 minutes: approx 570 hps, approx 4.5% more than build 2-3 (26.7% over build 1)
7 minutes: approx 540 hps, approx 4.8% more than build 2-3 (28.6% over build 1)
10 minutes: approx 515 hps, approx 11.4% more than build 2-3 (35.5% over build 1)
15 minutes: approx 465 hps, approx 7.5% more than build 2-3 (34.8% over build 1)
Pros: The best in sustainable healing by 5-10%. 25-35% sustainable healing over pure feral. Improved thorns (if you get it) for those situational times when a player needs to generate as much agro as possible on a large number of enemies (Nef stage 1 or Fankriss for example). Faster casts on spell crits, can chain casts heals faster than anyone if this procs. Can do decent nuking damage. Talents can be changed around a bit for more nuking damage, fun with omen procs, or starfire stun procs. Has NS every 3 minutes. Increased range.

Cons: Lose all your feral utility, no increased agro generation in bear, no feral charge, no thick hide (or bear threat/cat stealth). No agro dump at all while nuking. Can keep furor for instant shift + bear stun if you want to drop imp mark, but that’s about it. Both DPS and healing consume your mana, as opposed to a feral druid being able to DPS while his mana regens.

-----------------

Conclusion:

Build 1: Best DPS and feral utility. Ill probably spec to this for the xpac or if I need to farm for a long time/do tons of 5-10 man instances. Fun to 2-3 shot cloth. Unless your guild has like 14 sick decked out healers that know how to play their class well, you’ll probably want to spec to heal a bit better for PVE.

Build 2: Sustainable healing equal to a pure resto druid, and your option to take either LotP or NS. Able to farm decently solo, and can do decent DPS or tank (20% more HP!) if you ever need to in PVE. All you really lose is swiftmend.

Build 3: The ultimate in healing utility (Throw more points in if you really want to). If you don’t trust others to do the healing, love healing, like to live as long as possible in PVP or your guild is horribly lacking in healing, putting a good 31 points or more here for swiftmend is probably the way to go. Your cat’s best use is to cower, sprint, opener in pvp or /dance if you spec this way.

Build 4: If you like to nuke and still want to put up some good sustained healing (in fact the best) something off of this build is a good way to go. I never really liked giving up my feral utility/damage for nuking damage, others may enjoy otherwise though.

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Old 07/23/06, 7:54 AM   #2
Gokes
Glass Joe
 
Undead Rogue
 
Trollbane
The concept of the wolfshead helm for increased energy regen seems like an interesting idea, very reminiscent of the veiled shadows rogue set bonus. How does the wolfshead helm compare over a longer fight? Or maybe the aq20 druid 3 piece set bonus? Maybe I'm just missing it as an option.
As I don't play a druid I don't understand how you would be able to shift more than 4-5 times in feral dps gear (without bwl trinket). The only druid I have played has about 3500~ mana in feral gear and that gets burned up in very few shifts. Would you use mana potions the same as you would when healing only using them for more burst damage?

Anyway, a fun app to play around with.

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Old 07/23/06, 8:12 AM   #3
Fukasa
Von Kaiser
 
Troll Warrior
 
Mal'Ganis
An interesting analysis, while I think you may be on the wrong boards for trying to make a case for feral dps viability (if thats your intention). Either way the program that you made to do these analysis is pretty neat, I'm sure it would be also useful in comparing other things if modified, Druid/Priest/Pally/Shaman healing comparisons, or Sustaining DPS comparisons.

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Old 07/23/06, 8:44 AM   #4
Drac
Glass Joe
 
Murloc Druid
 
Mug'thol
The main thing I wanted to do was share the application with others. So other people could get some use looking at gear min/maxing healing, tanking or whatever they want. It allows you to compare int/spir/+healing/and m per 5 s to see which yields the most healing, among other things. Im hoping to make it more accurate and eaier to compare gear. Feedback and ideas from other people is a great way, Im thinking, to improve it much faster than on my own. All while giving people a decent tool for themselves to use and compare gear.

As for the analysis, Im not trying to make a case for feral dps viability. People have argued that 100 times over, I am actually specced 32 deep into resto right now and very much enjoy it. It was simply to show the actual difference mathematically between each spec (yah yah and my thoughts on the spec), so one could actually see what their spec is capable of. If you look at the graph, you can see a pure feral druids sustained healing is far below that of the other specs in fights longer than 5 minutes. I would'nt want pure kitty DPS either for a raid spot, they generate more aggro than any other class (besides maybe warlocks), and have no aggro dump, making them useful on very few fights (Fights where you have to move off the boss frequently-giving you DPS breaks, a boss that doesnt change targets, boss that is easily tauntable, or a boss outdoors that moves around a lot).

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Old 07/24/06, 4:47 PM   #5
Kazanir
Mr. Sandman
 
Kazanir's Avatar
 
Tauren Druid
 
Mal'Ganis
This is an excellent tool. Thanks for putting this together.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.

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Old 07/24/06, 6:38 PM   #6
Chupa
Bald Bull
 
Tauren Druid
 
Mal'Ganis
Great write-up, thanks.

I'm confused, though, why you didn't put 5/5 into Feral Agression instead of FI/BI when testing for DPS? At the gear levels we're talking about, I'm pretty sure that's more DPS than Rip provides. Also, a Wolfshead? C'mon, that's pretty ridiculous to include with the other gear listed.

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Old 07/24/06, 7:05 PM   #7
Graham
Soda Popinski
 
Undead Death Knight
 
Mal'Ganis
I'll play around with this some (much) later tonight, looks interesting and I'm sure it was a ton of work.

Originally Posted by Gokes
Too much to bother reading it all atm...but the idea of using a raid slot on a druid wearing gear for 3k mana seems like a wasted raid spot. I'd rather have an elemental shaman or another rogue/warrior in that "kitty" spot. Sure with the perfect gear they can do good dps, but it normally at the expense of rogues in the raid.
Here's a hint: if you can't bother to read the opening post, don't post in the f'ing thread.

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Old 07/24/06, 7:17 PM   #8
Kytrarewn
In 1st, e-brake activated.
 
Kytrarewn's Avatar
 
Kytrarewn
Undead Rogue
 
No WoW Account
Quick suggestion: If you could slightly loosen the code on the "get gear files" protocol, it would help. Not everyone will put this in their C:\Program Files folder, and, at present, it needs to be there to work correctly.

Also: Missing http://www.thottbot.com/index.cgi?i=52898

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Sunbeams are always made on me
Don't expect me to cry, for all the reasons I'm gonna die
Don't ever ask your kick of me.

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Old 07/24/06, 7:36 PM   #9
springwheat
Von Kaiser
 
Human Rogue
 
Laughing Skull
Originally Posted by Drac
Elemental Sharp Stone
Thats interesting. I always assumed that the 1.10 change to crit stones and the accurascope would also affect druids in feral form.

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Old 07/24/06, 7:36 PM   #10
Kytrarewn
In 1st, e-brake activated.
 
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Kytrarewn
Undead Rogue
 
No WoW Account
Originally Posted by springwheat
Originally Posted by Drac
Elemental Sharp Stone
Thats interesting. I always assumed that the 1.10 change to crit stones and the accurascope would also affect druids in feral form.
I can assure you that druids don't get 3% hit from the accurascope.

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ΜΟΛΩΝ ΛΑΒΕ


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Sunbeams are always made on me
Don't expect me to cry, for all the reasons I'm gonna die
Don't ever ask your kick of me.

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Old 07/24/06, 7:55 PM   #11
Drac
Glass Joe
 
Murloc Druid
 
Mug'thol
Originally Posted by Chupa
Great write-up, thanks.

I'm confused, though, why you didn't put 5/5 into Feral Agression instead of FI/BI when testing for DPS? At the gear levels we're talking about, I'm pretty sure that's more DPS than Rip provides. Also, a Wolfshead? C'mon, that's pretty ridiculous to include with the other gear listed.
Rip does 1201.2 (1092x1.1 natural weapons) damage for 30 energy. 40.04 damage per energy.
Ferocious Bite does average of 993.75 (795x1.25 (natural weapons + FA) ) damage for 35 energy. 28.39 damage per energy.

Rip is isnt mitigated by armor.
FB can crit but is effected by armor.

Using C for your crit chance.
(1-C) is your hit chance (Using no miss for simplicity)
40.04 for rip damage.
28.39 for FB damage.
And a target with no armor you get.

40.04 = 28.39 * (1-C) + 28.39*2*C
C = .41

So if you have a crit rate of over 41% FB will do more damage per point of energy than Rip on a target that has 0 armor.


Wolfshead Helm, I found shifting after every combo, giving you a boost of 60 energy almost instantly if theres no lag, gives you higher DPS. I could show you the Math for it, but it is very very long. The math is used in the calculator, so you can see for yourself which comes out as more DPS, If anyone is interested in the DPS formula I can share it.

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Old 07/24/06, 7:55 PM   #12
Lord BEEF
Soda Popinski
 
Lord BEEF's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Gokes
Too much to bother reading it all atm...but the idea of using a raid slot on a druid wearing gear for 3k mana seems like a wasted raid spot. I'd rather have an elemental shaman or another rogue/warrior in that "kitty" spot. Sure with the perfect gear they can do good dps, but it normally at the expense of rogues in the raid.
YO I DIDN'T READ THE THREAD FERAL DRUIDS SUCK ROGUES RULE

PEACE

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Old 07/24/06, 7:59 PM   #13
springwheat
Von Kaiser
 
Human Rogue
 
Laughing Skull
Originally Posted by Kytrarewn
Originally Posted by springwheat
Originally Posted by Drac
Elemental Sharp Stone
Thats interesting. I always assumed that the 1.10 change to crit stones and the accurascope would also affect druids in feral form.
I can assure you that druids don't get 3% hit from the accurascope.
I was referring to the bullet in the patch notes and how they changed the hit/crit mod those items applied to the user. eg the crit bonus no longer applied to a hunter's ranged attacks and the scope's hit modifier no longer applied to melee.

Point made, regardless.

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Old 07/24/06, 8:01 PM   #14
Drac
Glass Joe
 
Murloc Druid
 
Mug'thol
Originally Posted by Kytrarewn
Quick suggestion: If you could slightly loosen the code on the "get gear files" protocol, it would help. Not everyone will put this in their C:\Program Files folder, and, at present, it needs to be there to work correctly.

Also: Missing http://www.thottbot.com/index.cgi?i=52898
Theres an option on the Main UI to load gear from a different directory. Say you put the DS folder in the C:\ Drive. You would type C:\DS in the "Load gear from:" box and click "Load", that should work.

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Old 07/24/06, 8:09 PM   #15
Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
You mentioned that your DPS pattern is 5 shreds then a RIP. I'm assuming this is actually shred until 5 combo points, correct?

I've seen some dps calculators that show the difference between going to 4 combo points and using rip and 5 points is extremely minimal, about 1% difference. That's interesting to me because 4 point rips are a lot easier to perform in practical usage.

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