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Old 08/11/10, 2:58 AM   #18481
Inquisition
Glass Joe
 
Blood Elf Warlock
 
Black Dragonflight
Originally Posted by krilz View Post
I still think you should take into account with SS that for 1 GCD ALL your dots will be up on a new target, ready to damage, reducing rampup time.
Instead of:
0.0 - Dot1
1.5 - Dot2
3.0 - Dot3 - Dot1 ticks
4.5 - SB - Dot2 ticks
6.0 - Dot 13 ticks
7.0 - SB
7.5 - Dot2 ticks
and so on
... it'll be like this:
0.0 - SS
1.5 - SB
3.0 - Dot123 ticks
4.0 - SB
6.0 - Dot123 ticks
6.5 - SB
and so on
The first 6 sec in both tables you can see that the first table has 4 ticks where the second table has 6 ticks. It's not significant, but it's there.

(simplified purposes only, all dots tick every 3 sec, with no haste, no haunt, no special rotation, just to make a point)
Really interesting post! You've got good insight

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Old 08/11/10, 3:04 AM   #18482
Inquisition
Glass Joe
 
Blood Elf Warlock
 
Black Dragonflight


I find basic looking UIs suit me best... comments and criticism welcome!

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Old 08/11/10, 3:45 AM   #18483
seoni
 
Draenei Death Knight
 
Feathermoon
hello my mage is still in the gearing up stages but i was wondering if as fire should i go for ToTW build or stick with Frost fire till i get hit cap without talents.

atm my hit percent is 14% after racial and hit rating.

any tips would be much appreciated

(this is the simple question simple answer) i ask a simple question and my original post got moved.... i'm newish to mages and i wanted a simple answer.

ie yes you should or no get to be fully hit caped

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Old 08/11/10, 3:48 AM   #18484
securrr
 
Human Rogue
 
Bladefist
Cataclysm Rogue Changes

I am a combat rogue. Should I change from Armor Pen to Haste gems? I am so confused. Also what rotation should I use?

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Old 08/11/10, 4:24 AM   #18485
Lazylinkin
 
Pudds
Troll Priest
 
Jubei'Thos
how to gem disc priest pvp ?

how to in general terms gem disc priest gear for pvp ?

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Old 08/11/10, 9:52 AM   #18486
Shaitans
Von Kaiser
 
Troll Mage
 
Dragonmaw
On a related topic, I'm trying to work out an IA build for HM sindragosa. I have a couple of questions - for people who have tried, do you find that the benefits of the build/spec outweigh the DPS you have with high end fire gear/spec. Also, if anyone could point me to a talent build that they have used, that would be greatly appreciated.

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Old 08/11/10, 10:41 AM   #18487
Molteriet
Glass Joe
 
Night Elf Druid
 
Karazhan (EU)
I have a question:
My own dps increases when i use CoE instead of CoD. Of course, if there is either an unholy dk or a boomkin in the group, CoD is better, but if not CoE is a bigger dmg increase.
So i was wondering if it was just because my gear isnt very good yet, or will CoE always be better?
And if it is, maybe it should be added in the guide

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Old 08/11/10, 11:08 AM   #18488
angaroth
Piston Honda
 
Undead Warlock
 
Twisting Nether
CoE will always be better. It is a 13% damage boost, far more than CoA or CoD provide.

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Old 08/11/10, 2:02 PM   #18489
Armagedous
Glass Joe
 
Orc Death Knight
 
Arthas
Why would you waste a GCD/rune on the Vile Spirits. You might look better, until someone opens your logs and notices you were padding your damage.. Just like Death Knights that waste a blood rune pestilencing inactive valks...

If you are looking to pad your numbers, yes you can reach spirits and valks with pestilence. I'm not sure if you can increase your range by jumping, or if pestilence goes further based on your race. I also am unaware of a reliable way to test that.

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Old 08/11/10, 2:20 PM   #18490
corpsevomit
Glass Joe
 
Undead Death Knight
 
Archimonde
Originally Posted by levk View Post
Enrage being a flat % chance on hit with such a short duration SMF is going to come out on top because it'll provide better enrage uptime due to having more attacks regardless of slam vs RB considerations - 10% damage is 10% damage. For TG RB is probably going to be the most damage you'll be able to do in a GCD and also since it's two attacks, again you have a better chance to refresh enrage. It's not going to last until the next RB, but whatever at least you'll have the extra damage for the 4 seconds at least.

SMF rotation looks set in stone at this point and goes BT-slam-BT-RB-repeat which probably isn't what they probably had in mind anyway. If TG is to have any sort of enrage uptime SMF will surely have it around the clock.

The bloodsurge talent is what's clunky now; if they want to give us an instant with a 5 second cooldown, well they should do that, not make an otherwise useless to fury skill useful by some obscure proc mechanics. For the duration of the whole beta people have been telling them how TG and SMF are the mothers of all boring passive talents, how they should roll them into fury baseline, and here's their chance - they could make the 31 pointer a new instant attack that hits with two one handed weapons or one two handed for weapon damage plus whatever. Scatter the three points from bloodsurge around if they can't come up with anything in its place.
I was under the impression that chance on hit procs prefer slower weapons. I was also under the impression that with the same amount of hit you will hit more often with slower weapons and miss more with faster weapons.

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Old 08/11/10, 2:45 PM   #18491
Ronninn
Von Kaiser
 
Human Warrior
 
Kael'thas
Originally Posted by corpsevomit View Post
I was under the impression that chance on hit procs prefer slower weapons. I was also under the impression that with the same amount of hit you will hit more often with slower weapons and miss more with faster weapons.
The ratio of hits to misses would still be the same regardless of weapon speed, however the quantity of hits and misses would both be greater for faster weapons then when slower weapons are used. If a chance on hit didn't have an internal cooldown then faster weapons would be favored for triggering the proc, but since most procs have an internal cooldown this usually keeps the PPM equivalent for slow and fast weapons.

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Old 08/11/10, 3:22 PM   #18492
Terin
Glass Joe
 
Human Death Knight
 
Medivh
For some reason, I've recently found my DPS has made a drastic jump downward (by almost 3k), and the only change that comes to mind is that I'm using Shadow's Edge over Bryntroll (I'm a late-bloomer starting the Shadowmourne quest-line).

My Armory profile is up to date. I know it's probably something stupid I'm just overlooking, I'm still having trouble adjusting after getting back from my tour of duty. Also, Str+Haste are the gems of choice now, yeah? Should I also use those to fill +4 Str bonuses, or purely for +6 socket-bonuses?

Thanks in advance. Semper Fi! =)

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Old 08/11/10, 4:28 PM   #18493
Kovu17
 
Blood Elf Warlock
 
Blood Furnace (EU)
Hi,

my armory link:

The World of Warcraft Armory - Drāchźnkīnd @ Baelgun - Profile

At the moment I have the 277 two hand with the valk's.

Is the two hand with the valk's ar the two hand drop forgotten light (176 int, 176 stam, 131 wille, 837 zm, 131 haste) better?

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Old 08/11/10, 5:23 PM   #18494
bradwarden
Glass Joe
 
Orc Warrior
 
Bloodhoof
Regarding cancelaura for Chaos Bane:

It seems to me that it would be both safe and better to macro cancelaura to Cleave since:

- Cancelaura is generally not a DPS increase unless you're making many more main hand hits/second than a single target fight.
- You only use Cleave on multi target fights.

Does that strike people as right? If you're WWing but not Cleaving and there are multiple targets is cancelaura still an improvement? If so is there a good way to manage cancelaura-ing in that situation?

Edit: grammar

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Old 08/11/10, 5:50 PM   #18495
keseph
Von Kaiser
 
Orc Warrior
 
Arthas
Those are all half-truths in the context of a dual-wielding class. Procs are mostly based on a PPM model based on auto-attack speed. Slower weapons have higher chances per hit to compensate for their proportionally fewer swings to yield a constant rate of expected procs per second. That modeldoes NOT take into account instant/yellow attacks which mostly proc main hand effects at the normal proc rate. As a result, yellow attacks increase your expected PPM and have a larger effect on slower weapons where yellow swings constitute a greater portion of your swing count with the weapon. This yields the notion that (PPM) procs favor slower weapons. Yellow attacks also do not suffer the dual-wield hit penalty. So if you phrase hit chance as a proc equivalent to a PPM effect with a given weapon, and also stipulate that yellows have a higher PPM, then you can end up with the half-truth that "slow weapons hit more" (or "the hit PPM proc favors slower weapons") and "fast weapons miss more".

However, as I said, these are HALF truths. You would do well to spend some time reading about how the mechanics work and thinking about what they mean or you could accidently make some wholly false conclusions by not understanding the whole. In the context of Enrage and RB, a lot of the above is not applicable because (for now) Enrage is NOT a PPM proc. The method of gaming flat % procs is completely different.

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