I've been a "lurker" for several months, but never registered.
However, I've seen my work referenced or linked-to in the middle of several other threads, so I thought I'd register and start a new thread. I spend most of my time over at Nikita's SP site, but I'll try to check this thread reasonably often in case folks want to throw stones, tell me I'm all wet, etc......
It's unclear from your wording whether this was considered or not but, the 24 resistance is counted against binary spells as well, but it's counted as a reduction to hit chance instead of a chance to partial resist, so it is possible (though unlikely) to mitigate it through +hit gear.
Hmmm.... I'll have to do some more research on this.
Would it be possibe to include the buff from Bloodlust/Heroism? I have no idea how to estimate the length of time it will be up, but it's a signifigant boost to Mages, Destruction Warlocks, Druids, and Shaman while being a minor boost to Shadow Priests or Affliction Locks.
Would it be possible to show (via bold, italics, colour or some other means) which builds are based on the live patch as opposed to those which are from previous patches. Only reason I ask is because I'm assuming the top 3 (mages with ignites rolling) are not feasible anymore.
It would appear that many builds in that list are not feasible at the moment, for example, the shadow priest build with mind flay scaling at 81%. It makes the list quite confusing to read and difficult to campare casters.
Assuming SL Succubus? (proly not many boss fights you can do it on.. but.. it's all completely unrelated to real world requirements atm anyway...)
DoTing and Draining. Or DoTing and SBing.
Have you taken Deomonic Knowledge into account for Demo locks? Why are you maxing out Imp Corruption? With 5/5 Suppression can't we cut down to 7 +Hit? Do these calculations assume a Shadow Priest?
Etc.
Unsure, but it looks like you might be missing a few things that contribute to the Demo lock DPS.
Edit: My Felguard does around 1/3 of my damage in instance runs at the moment. He will probably not be able to DPS on many Bosses due to Melee AOE, but when he is able to he is a HUGE boost to the Demo DPS, and no other spec would be able to touch it, I'm sure.
Likewise, when against a Boss where you are unable to have a Succubus or Felguard out (even if on passive and hidden in the corner) and are forced to use an Imp a Demo lock will lose 10% Damage, or 5% damage 10% Shadow. Though there are not a huge number of these. Often you can stash the pet safely somewhere if unable to DPS with it.
It is a bit unclear to me why you're using 16 crit for all non-dot casters. Have you tried different options and found this gives best results? I'd also like to know what you're using for base crit you get from int.
Would it be possibe to include the buff from Bloodlust/Heroism? I have no idea how to estimate the length of time it will be up, but it's a signifigant boost to Mages, Destruction Warlocks, Druids, and Shaman while being a minor boost to Shadow Priests or Affliction Locks.
The engine does have an option to use Bloodlust, but I don't know how it affects channeled spells.
Right now both DD and Channeled spells get the cast time reduction.
Would it be possible to show (via bold, italics, colour or some other means) which builds are based on the live patch as opposed to those which are from previous patches. Only reason I ask is because I'm assuming the top 3 (mages with ignites rolling) are not feasible anymore.
It would appear that many builds in that list are not feasible at the moment, for example, the shadow priest build with mind flay scaling at 81%. It makes the list quite confusing to read and difficult to campare casters.
I'll see if I can add colours:
Red => Impossible
Yellow => Infeasible, but remotely possible
Green => Likely
In the meantime, check out the "less extreme" rankings (second table).
The only what-if build in that list is the 81% scaling on Mind Flay.
Assuming SL Succubus? (proly not many boss fights you can do it on.. but.. it's all completely unrelated to real world requirements atm anyway...)
DoTing and Draining. Or DoTing and SBing.
Hmmm. I don't have that build. Closest one is 20/41/0. I'll add it to the mix.
Have you taken Deomonic Knowledge into account for Demo locks?
Yes.... but not as accurate as I would like. I simply give you a flat +100 dmg gear bonus.
Why are you maxing out Imp Corruption? With 5/5 Suppression can't we cut down to 7 +Hit?
With the exception of the builds where I replace Shadow Bolt with Drain Life, SB contributes the majority of the dmg. It is worth "purchasing" (reducing +dmg) enough +hit to reach 16% just to minimize the SB resists even though it is overkill for your affliction spells. Note: In the Drain Life builds, I purchase much less +hit, which is why they have much more +dmg to work with.
Do these calculations assume a Shadow Priest?
Yes
Unsure, but it looks like you might be missing a few things that contribute to the Demo lock DPS.
Edit: My Felguard does around 1/3 of my damage in instance runs at the moment. He will probably not be able to DPS on many Bosses due to Melee AOE, but when he is able to he is a HUGE boost to the Demo DPS, and no other spec would be able to touch it, I'm sure.
Likewise, when against a Boss where you are unable to have a Succubus or Felguard out (even if on passive and hidden in the corner) and are forced to use an Imp a Demo lock will lose 10% Damage, or 5% damage 10% Shadow. Though there are not a huge number of these. Often you can stash the pet safely somewhere if unable to DPS with it.
So far I have only found anecdotal data regarding Warlock pet dps. If you (or anybody) can point me to some hard data I would love to include it.
It is a bit unclear to me why you're using 16 crit for all non-dot casters. Have you tried different options and found this gives best results? I'd also like to know what you're using for base crit you get from int.
At the bottom of the page are links to detail output from my calculator.
The last line of each build stanza has "D/C" and "D/H".
These represent ratios between +dmg/+crit and +dmg/+hit.
For example:
D/C=10 => At this particular gear point, 10 +dmg is worth 1% +crit.
D/H=20 => At this particular gear point, 20 +dmg is worth 1% +hit.
Near the top of the post I show four pieces of gear that have equal stat value.
I start with 60 +dmg and then create three other pieces:
(1) 1% +hit
(2) 1% +crit
(3) 1% +hit, 1% +crit
I reduce the +dmg on the gear to keep the "statvalue" the same.
At level 70, the "cost" of 1% crit is about 12 +dmg.
So unless the D/C ratio is over 12 it is not worth it to trade +dmg for +crit. (assuming equal statvalue gear)
The mages all had high D/C ratios.
The priests had LOW D/C values.
The warlocks were right on the edge.
I stopped at 16% +crit because I didn't want to create a bazillion different gear types. I assume 16 slots and 4 gear types only.
The engine does have an option to use Bloodlust, but I don't know how it affects channeled spells.
Right now both DD and Channeled spells get the cast time reduction.
The minimum cast time is still the GCD (1.5sec)
Since channeled spells start instantly, it would seem that Bloodlust would not affect that. I would assume an Affliction lock would use SB during Bloodlust.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
(edit) moved down the page to "less extreme dps comparisions", saw you excluded CoA there. Leaving the below comments in this post, though, just for grins.
You say you're assuming CoA is up and "other warlocks" are covering the other curses. This really isn't in any way a reasonable assumption for 25-man raids.
I understand you don't want too many variations, but it's an odd assumption to make with 3-4 useful warlock curses (CoS, CoE, CoR, and possibly CoW depending on whether the warriors can debuff the mob reliably or not) that you will somehow have 20% of your raid being warlocks so that fifth guy can cast CoA.
Certainly all my personal dps calculations have excluded CoA (and I would never consider imp CoA as a raiding talent.)
I know Death and Taxes has started running Karazhan and Gruuls Lair, as I'm sure other guilds as well. It would be interesting if some of them could post SS's of their damage meters to see how tc jibes with the new raid zones. Anyways just wanted to say really enjoy reading your findings dedmon.
I know Death and Taxes has started running Karazhan and Gruuls Lair, as I'm sure other guilds as well. It would be interesting if some of them could post SS's of their damage meters to see how tc jibes with the new raid zones. Anyways just wanted to say really enjoy reading your findings dedmon.
I'd also be very interesting to see some damage meter posts from people already raiding TBC zones. Please post =).
Being a rogue I am of course very curious about rogue DPs in comparison to other classes. So even a pm with a "on a good rogue fight (i.e. no AEs, constantly meleeing) rogues are still #1!" I would be happy =)
There is light at the end of the tunnel.
The only problem is, it's often an incoming train.
One thing to note on damage meters, is since Mages/Hunter should have got nerfed this morning with the patch, all previous data is not so useful.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Right now both DD and Channeled spells get the cast time reduction.
I don't know how blood lust works in-game (haven't grouped with a shaman who had it yet.) but I have troll berzerking which applies a similar sort of buff. As far as I can tell, it doesn't affect channelled spells. (I've often accidentally popped it when reaching for my trinket button when casting Blizzard during Nefarian.) I believe only non-channelled spells with a cast time get it.
Also, something worth noting is that MQG and Berzerking both reduce the GCD -- assume Blizzard did the sane thing and used the same basic mechanism for Bloodlust, I'd expect this behavior as well. I used to exploit this to great advantage with the old ignite mechanics and combustion. Demonic Rune (to reduce health) + MQG + Combustion + Berzerking while flasked and buffed to the hilt would produce 0.9s cast time scorches (that you could chain with no interruption) that hit like dump trucks and produced beautiful ignite stacks. Great for bosses and obliterating pesky holy/disc priests in PVP.... ah, fond memories... (Though, I must admit, this was in the 1.12 days and it's conceivable this was silently changed in 2.0.x)
Another point about your Demo/Affliction Nuking builds. Are you nuking with SB or Incin? SL Felguard gives 15% damage boost to both trees, so if you dont have Bane maybe Incin would be a better option?
Another point about your Demo/Affliction Nuking builds. Are you nuking with SB or Incin? SL Felguard gives 15% damage boost to both trees, so if you dont have Bane maybe Incin would be a better option?
I have one scenario with Incinerate, two with Drain Life, and the rest with Shadow Bolt.
Provided I include the Shadow Priest debuff, Shadow Bolt always seems to win-out.... not to mention the side benefits of ISB.
Another point about your Demo/Affliction Nuking builds. Are you nuking with SB or Incin? SL Felguard gives 15% damage boost to both trees, so if you dont have Bane maybe Incin would be a better option?
I have one scenario with Incinerate, two with Drain Life, and the rest with Shadow Bolt.
Provided I include the Shadow Priest debuff, Shadow Bolt always seems to win-out.... not to mention the side benefits of ISB.
I can do some more experimentation tho.
Even with Scorch? I'm surprised. My grinding shows me that Incin seems to hit for near as much as SB.
Even with Scorch? I'm surprised. My grinding shows me that Incin seems to hit for near as much as SB.
Yeah, even with Scorch (but not by much).
Incinerate is far more mana-efficient, tho. Since I target the same OOM times, the Incinerate scenarios need to LifeTap less..... but the end overall result is 6% less.
To be honest, 6% is well within the noise margin for any theorycrafting, tho.
However, the real reason to go Shadow Bolt is for ISB procs......
Incinerate is a nice option if your target is shadow resistant/immune.
Incinerate is a nice option if you are 5man-grouped with a Fire Mage and not a Shadow Priest.
However, the real reason to go Shadow Bolt is for ISB procs......
Incinerate is a nice option if your target is shadow resistant/immune.
Incinerate is a nice option if you are 5man-grouped with a Fire Mage and not a Shadow Priest.
If you didn't have ISB or Bane that is when Incinerate really shines, and it replaces SB if you can get Immolate up (again assuming you didn't have Destro talents or a Shadow Priest around).
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Question about Cearcasting: I am going with a scorch++ to proc clearcasting then arcane missles, however I find that sometimes I will have started to cast Scorch, I will hear the Clearcast sound, and stop the scorch casting, yet it has already consumed the clear casting buff from my list. Is this how Clearcasting works? Its consumed when you begin casting the spell, not when the mana is spent? If so,
has anyone used a macro to
//Psuedocode
if ( clearcasting == true )
/Cast Arcane Missiles
else
/Cast Scorch
end
Relavent the question -
I have not played my mage in quite some time, however that is the class I chose to play for TBC. I wanted a little play style change from the full snare frost I have always done, so I decided to try a deep arcane + fire build (43/18). http://www.wowhead.com/?talent=kwxV00fzLIuiZVgz0bc Something like this. I like the build its fun and very effective(high dps considering my gear.)