
Originally Posted by shadowboy813
I did a test of energy regen scaling with haste using a different method (prior to seeing this post).
My methodology (assumptions noted where they were made).
I dumped energy with fan of knives, standing outside of melee range with autoattack off. I then spammed fan of knives for 200 executes. I noted the activity on recount and divided this into the expected energy cost of 200 Fans of Knives. I did this at 0 haste rating, and 7 other incremental values of haste. I then plotted these on a spreadsheet and added a trendline using the built in least squares fit.
I then repeated the same experiment as subtlety (no benefit from vitality).
It appears as though vitality stacks multiplicatively with haste-based energy regen scaling.
Here is the chart:
(Note the outlier at around 20% haste on the subtlety line. Nature called about halfway through so that point only represents 100 FoK executes. EACH point represented 6-9 minutes of pressing the same button repeatedly. I was not about to start that data point all over).
I agree that this method has some error introduced that would increase the energy regeneration from the initial energy dump and if anyone is interested, I will refine my method to a more accurate one. By using time-stamps from a combat log, parsing them, and discarding initial executes to a point where the derivative of time-between-executes becomes tolerably close to zero. This should allow a more meaningful data set to be used.
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I haven't seen much talk discussing whether we know our exact amount of energy regen based on haste, save for the known base 10energy/sec for non-combat, and 12.5 for combat. Based on shadowboy's test above, it seems that roughly 10% haste will equate to an additional 1energy/sec for non combat, and 8% for combat. I bring up being able to calculate our regen because of assassination's possible cycles and dependency on energy regen.
Current feel of playing assassination atm is that it feels fluid, but I feel that this is due to the high levels of haste we currently have at 80 with top end gear. Our current regen is as follows: (10/sec(base) + (regen from haste) + (regen from VW) ) *1.3(during overkill) = total regen.
Previously(or currently if you look at live) it was : (10/sec(base) + (regen from focused attacks) ) *1.3(during overkill) = total regen.
Now, ignoring the base regen and overkill, we have some ability to effect the other 3 sources. Regen from FA scaled with crit linearly and knowing how often you crit in a given time frame, you could solve for the effective energy regen of FA.
(eg. critting with melee strikes 100 times in 20 seconds was worth 10energy/sec)
Again, mentioning the testing done above, it seems to be the same with haste regen if not easier to figure out since it isn't dependent on time, only the percentage of haste.
Now we get to VW, which is where I start to worry about the state of our energy regen. VW gives a 60% chance to gain 10 energy per tick of rupture/garrote. Rupture ticks every 2 seconds for 16(20 w/ glyph) seconds. Now assuming 100% uptime on rupture, the expected energy regen of VM per glyphed rupture should be: (.6(%) * 10(# of ticks) * 10(energy))/20(sec) = 3energy/sec. Yet, to get this energy we have to spend energy, so we spend 25 up front and at best at the end we get 60 back, 25 of that going into the next rupture. That's still a net gain of 35, so what's the problem?
The problem is that I worry that we will be required to have a certain level of regen to be able to maintain a mutilate cycle, and the only way we can currently affect our regen is with haste and with our cycle(%time rupture is up). Now, I may have missed something calculation wise, but it seems to me that our dependency on rupture may cause initial issues with pve mutilate specs until we obtain enough haste to maintain a cycle at 85.
Edit: Question, Since VW does nature damage as a poison would, has any testing been done to see whether VW scales with our mastery?