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Old 01/04/11, 4:26 PM   #22261
AeroProj
Glass Joe
 
Goblin Mage
 
Andorhal
Originally Posted by nitrax View Post
Any opinions on just capping haste at like 650 in the optimizer to force more mastery out, or will that start skewing stats incorrectly.
One potential problem - Would the system value any haste >650 as 0 DPS? This would cause it to seriously undervalue haste over the soft cap...

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Old 01/04/11, 4:27 PM   #22262
mersenne
Glass Joe
 
Tauren Shaman
 
Spinebreaker
Originally Posted by Cheesenips View Post
Can you confirm the double spirit? The card reads "allows 100% of mana regen." This does not suggest 2 x spirit, but it does suggest that your 'out of combat' regen will be in effect for 15 seconds. My out of combat regen =/= in combat regen. I couldn't get a confirmation of the effect from the Wow Head posts either.
My understanding of the mechanic is this: normally, in combat, regen from Spirit is reduced to zero percent. However, with Meditation (Meditation - Spell - World of Warcraft), we get 50% of our Spirit regen in combat. The card proc allows the other 50% in combat, which of course is double what we have without the proc - so it's mathematically equivalent to having twice as much spirit. Without the card proc, we'd get 50% of our totem-boosted Spirit regen; with the card proc, we'd get all of it. That's another 5k mp5 or so for me self-buffed during Mana Tide, trinkets and 4pt11 aside.

On the topic of trinkets, though, with the numbers given here, Blue Dragon works out to almost an entire fresh mana pool for me with Core of Ripeness and Mana Tide timed properly. This is egregious to the point where Blizzard will likely intervene, like they did with Holy Paladins. Plus, I don't really see the need for having this much extra mana - I imagine a scenario in which I end a normally mana-intensive fight with 75% or more mana and wonder if that trinket slot is better used for Intellect or haste. I suppose the analog would be the issue of Stamina for tanks - there's a gray area after which a tank really just doesn't need any more health for a healer to have enough time to keep that tank alive, and likewise, if you had ten million mana you wouldn't need half of it to succeed. (Plus, I just really don't want to farm a Beasts Deck :P)

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Old 01/04/11, 4:29 PM   #22263
Wrathblood
Don Flamenco
 
Wrathblood's Avatar
 
Blood Elf Paladin
 
Drenden
BiS is a tricky thing to establish for paladin tanks. Do you need survival or threat? How much of each? For threat, are you already soft capped for expertise? How about hit-capped? For survival, do you want EH or damage reduction? Are you block capped? How much parry, dodge and AGIL do you have?

Depending on how you answer the above questions, the answer to "what is BiS?" changes because different weights would need to be assigned to different stats.

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Old 01/04/11, 4:52 PM   #22264
Falix
Glass Joe
 
Troll Mage
 
Gnomeregan
Haste Tics Sec/Tic 1 cast 2 casts 3 casts 4 casts
12.4 4 2.669 10.67615658 21.35231317 32.02846975 42.70462633
12.5 5 2.666 13.33333333 26.66666667 40 53.33333333

At ~43 seconds you will have the same number of tics, but 12.4% haste will have an additional LB explosion. However, you will have saved 1 GCD. Over time the saved GCD will be helpful, and the less times you need to cast something the less chance of error or failure.

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Old 01/04/11, 5:03 PM   #22265
Sabethaya
Glass Joe
 
Human Warrior
 
Executus
Thanks, Burghy; I'll take a look at that when I get home tonight.

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Old 01/04/11, 5:29 PM   #22266
Apollexis
Glass Joe
 
Undead Warlock
 
Shattered Halls
Conflag and immolate haste

Our dots are scaling incorrectly with haste.
Short term Buff wise, Meaning Soulfire proc as well as troll racial.
Any buff that gives haste to Immolate is not working correctly.

ALLOW me show you what I mean

When I put immolate on a dummy with 10% haste, My conflag will hit for 11.7k

Now If I cast immolate, Then Soulfire, Then conflag, My Conflag will hit for 11.7k

BUT
If you reversed the order to

Soulfire>Immolate>Conflag, My conflag will now Hit for 13.8K


I've done multiple test on this but only in destro, I'm assuming the same is for most dots.

It may or may not be a glitch with just immolate and conflag, Another thing I noticed is if i Fel flamed immediatley after the Soulfire, It would recalculate and do the 13.8k

Immolate>Soulfire>Felflame>Conflag

What this means is if you don't Refresh your immolate right after you refresh your soulfire buff, You will not keep the correct amount of haste on the immolate, and you will not get the propper damage from Conflag.



To reassure my claims I did another test

Immolate> Soulfire & troll racial> Conflag 11.7k

Immolate>Soulfire & Troll racial>Felflame>Conflag 16.9k


SCREEN SHOTS TO PROVE MY CLAIMS.


Screen shots

Conflag W/ DI & 10% Haste: ImageShack® - Online Photo and Video Hosting

Conflag W/DI & 10% Haste & ISF, Imo UNREFRESHED: ImageShack® - Online Photo and Video Hosting

Conflag W/DI & 10% Haste & ISF, Imo REFRESHED: ImageShack® - Online Photo and Video Hosting

Conflag W/DI & 10% Haste & ISF,Troll racial, Imo REFRESHED : ImageShack® - Online Photo and Video Hosting

(^The troll racial in the screen shot fell off because the first one was a 30k Crit, and this one is to prove the super charged immolate works)

And just so it's known, On the third screen shot down, I have a grand total of 28.75% haste which means conflag adds a second tick at that and possibly lower levels of haste, not the originally thought 30%.


I made sure to test this to the Test these to the T.
What I would reccomend to all destro warlocks is to make your rotation as such

Soulfire>Immolate>Conflag>Chaosbolt> Incin> Refresh Soulfire> Felflame> Conflag.

Last edited by Apollexis : 01/04/11 at 5:41 PM.

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Old 01/04/11, 6:07 PM   #22267
GageBallou
 
Night Elf Death Knight
 
Llane
Um can someone just tell me how my action basr should be set up because thats my issue as of tanking recently I just need to know where the optimum spots on my bars should consist of.

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Old 01/04/11, 6:11 PM   #22268
Elam
Glass Joe
 
Elam's Avatar
 
Tauren Shaman
 
Proudmoore
Originally Posted by Nizamon View Post
I just checked in game, and it appears that after this morning's rolling restarts, PvE caster weapons have had their damage nerfed. The 346 blues are now all 47dps, and the 359 epics are 53 dps. PvP weapons remain at 219 dps.
I'm not seeing this at all. Elementium Spellblade is still 409.7, and Elementium Hammer is the same. Heroic Biting Wind is still 204.7 damage per second, and a quick naked check at the target dummies shows it hitting consistently in the correct damage range, so it's not a tooltip error.

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Old 01/04/11, 6:17 PM   #22269
Zunali
Glass Joe
 
Goblin Shaman
 
Mal'Ganis
Originally Posted by mersenne View Post
My understanding of the mechanic is this: normally, in combat, regen from Spirit is reduced to zero percent. However, with Meditation (Meditation - Spell - World of Warcraft), we get 50% of our Spirit regen in combat. The card proc allows the other 50% in combat, which of course is double what we have without the proc - so it's mathematically equivalent to having twice as much spirit. Without the card proc, we'd get 50% of our totem-boosted Spirit regen; with the card proc, we'd get all of it. That's another 5k mp5 or so for me self-buffed during Mana Tide, trinkets and 4pt11 aside.

On the topic of trinkets, though, with the numbers given here, Blue Dragon works out to almost an entire fresh mana pool for me with Core of Ripeness and Mana Tide timed properly. This is egregious to the point where Blizzard will likely intervene, like they did with Holy Paladins. Plus, I don't really see the need for having this much extra mana - I imagine a scenario in which I end a normally mana-intensive fight with 75% or more mana and wonder if that trinket slot is better used for Intellect or haste. I suppose the analog would be the issue of Stamina for tanks - there's a gray area after which a tank really just doesn't need any more health for a healer to have enough time to keep that tank alive, and likewise, if you had ten million mana you wouldn't need half of it to succeed. (Plus, I just really don't want to farm a Beasts Deck :P)
It's possible though that, if the trinket works like it should, that you could gear/reforge away from spirit. Netting a lot more haste/crit that you wouldn't normally be able to gain.

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Old 01/04/11, 6:54 PM   #22270
Kuraiholy
Glass Joe
 
Tauren Druid
 
Rivendare
Originally Posted by Volarun View Post
The damage is the damage done over the whole duration of the dot so 910 damage over 12 seconds, then increased by mastery/other effects.
Ohhhh, how terrible. Thanks.

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Old 01/04/11, 7:55 PM   #22271
LiquidHAL
Piston Honda
 
Human Mage
 
Hyjal
On the Twilight Ascendant Council's final phase, you can blink after being release from Gravity Crush to avoid the fall damage. Neither levitate nor slowfall seem to work there.

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Old 01/04/11, 8:12 PM   #22272
Nipplies
 
Troll Shaman
 
Daggerspine
What are the best MH and OH enchants for weapons? Currently im using Avalanche MH and Hurricane OH but im thinking about trying out trying a double mending or a double avalanche. Would the increased damage or the health regen be better for this spec?

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Old 01/04/11, 11:06 PM   #22273
MakeMeLaugh
Glass Joe
 
Tauren Shaman
 
Tichondrius
I tested [Darkmoon Card: Blue Dragon] with [Tear of Blood].

My mana regen outside combat is 3660 and in combat 2844, used mana spring totem and glyph of water shield, and I also have 1543 spirit.

When both trinkets activated I used mana tide totem and got 17182 mana regen and 14638 spirit. The trinket doesn't have internal cooldown since I got another proc right after it ended many times.

So [Darkmoon Card: Blue Dragon] would be best used with trinkets like [Core of Ripeness].

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Old 01/04/11, 11:51 PM   #22274
Chuckette
 
Blood Elf Mage
 
Destromath
On Twilight Ascendant Council, you can also Blink out of the stun caused by Waterlogged+Glaciate, assuming you screw up or intentionally don't clear your debuff.

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Old 01/05/11, 2:02 AM   #22275
Kawakawa
 
Gnome Death Knight
 
Arthas (EU)
Hello, I have a question about the Specific stat weights:

Strength > Hit to cap > Haste > Expertise to cap > Crit > Mastery

or:

[iLvl 359 - Normal Raids]
Stat 2H DW
Strength 3.09 3.20
Hit 0.78 1.52
Haste 0.75 0.72
Crit 0.62 0.60
Expertise 0.66 0.67
Mastery 0.24 0.24
AP 0.72 0.75

Do I understand that correctly? 1 point in strength is about as good as 4 point in haste? Would it be accurate to list the stat weights like this:

Strength >>>>>> Hit to cap > Haste > Expertise to cap > Crit >>>>> Mastery?

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