If an alchemist able to craft a Flask of Titanic Strength quaffs a Flask of Battle, does the buff last 1 hour (or 1.5 with first level of Chug-a-lug), or does it last a full 2 hours due to Mixology?
It lasts only 1.5 hours (so you are better off being alchemist). And after the 2h cauldron guild perk, alchemists will have zero advantage over others. At least in duration time.
Also using Flask of Battle does NOT apply mixology bonus of +80 STR.
If you're specced into Hunting Party (and other similar buffs such as Trueshot, and pet buffs) they're automatically added to your total but aren't selected as 'Yes' in the raid buffs section -- whether this is a bug or intended behaviour you'd have to ask Zeherah, not a huge deal if you know what buff your spec brings.
Ahh, that clears things up, so whether or not it is ticked 'Yes' in the raid buff section will not have any effect on the DPS, if it is already included in the spec used? So that means, that with the 10% buff I still get the lower dps from Survival than I would from marksmanship.
Well I noticed something some time ago, and I dont know if thats a bug or it isn't, but i think thats a very good DPS boost.
When you fail to land an Envenom (miss, parry, dodge, by whatever source) you dont loose almost energy and you keep all your CP (thats an obvious thing), but you also gain the "Envenom" debuff, which increases your chance to apply poisons on your target by 15% on DP and 75% on IP, that "miss" can be used for a real DPS Boost.
You can use your 4+ CP envenom when your energy is at 40-, if you miss it and you have the S&D (with more than 5 sec) and rupture up, you can just do some energy pool keeping your CP to envenom again when your envenom debuff goes off or your energy reaches 110, whatever comes first. Thats just a way to maximize your envenom buff, which i think it is a great DPS Boost if you dont have too much expertise.
I dont know if thats a great improve @ theorycrafting, but it works for me, and i wanted to share it with you.
Thanks for reading, i hope you got my point, my english is not perfect.
I confirm the last post. Mixology works on flasks of battle. Prior to 4.06 a flask of battle granted an alchemist 90 minutes of flask time, but after 4.06 alchemists now get a full 3 hours of flask time.
On the pull, if you get a Divine Purpose proc, would you use this on inquisition, assuming you have the T11 4P, thus getting 40 seconds inquisition, or using it on TV, having a bit less Hand of Light damage?
So I tested Arms-PvE a little bit and it seems to be very close to Fury now (at least to TG), my simulated results also show that. Both specs are within 5% and I have geared towards Fury, so no perfect equipment for Arms really (the only thing I could do was reforge the stuff).
Arms feels more reliable in terms of rage icome and outgoing DPS, AoE is obviously better and even single target DPS are very close. Whats your opinion on "Arms vs. Fury" for PvE?
Unless we know the gear used, rotation, time length of testing, along with some other parameters, there is no point in " I tested and arms is very close".
To answer your question, arms is better than it was but still rather low compared to fury.
I remind you that TG / SMF difference is no more than 2.5% (correct me if wrong here) favoring SMF in same gear level , so until arms has something within 3% of SMF, I hardly believe we will have any reason to talk about "Fury VS Arms" in the near future.
This is my opinion and that means it might be flawed.
I too tested out Arms dmg and I wasn't entirely happy with it. Especially because there are many fights where it comes in handy to have that extra burst dmg (Magmaw, Maloriak Green Phase, Halfus at the beginning, Chimaeron in the end, Elementium Monstrosity in the end) which Arms just doesn't have.
On some fights I got close enough to the other warriors (all fury) but especially when it came to Heroism I fell way back. I'd love it if Arms would do enough dmg to keep up with fury (through all gear lvls) because it's a lot more interesting then simply spamming Bloodthirst, Slam and RB (smf) with the occasional CS but as it stands now I would only go Arms if the buffs I bring to the raid were absolutely needed for the progress (which they're not).
Of course there are a few fights where Arms might shine or at least parts of fights (thinking of Cho'gall tentacles or Halfus if you get the small dragon army and if you put the dragons next to each other -> SS) but on the whole I just realised that fury gets a lot stronger when your gear progresses.
But to a different thing:
With haste now being devalued to the worst stat for dps warriors, what about the weapon enchants ? I'm currently saving up to just learn enchanting landslide - let alone put it on 2-4 weapons in order to be able to switch between the two fury options freely what with smf and TG getting buffed and nerfed to and fro - but until then what should I go for ? I switched to smf after my short Arms period and now I wonder what to put on my weapons since I don't see the benefit of Hurricane anymore. What should I go for ? Double Avalanche ? Hurricane + Avalanche ? Or maybe even Berserking ?
Ive been wondering alot about this new haste cap, and i cant seem to figure out how it works exactly..
I understand that at certain haste values your dots get extra ticks, but does this mean when i get 30 more haste (im at around 1540 haste atm), should i reforge away all new haste i gain until i can reach the next cap?
And 1540 haste doesnt give me anywhere near 30%, is this % raidbuffed?
Also i was wondering now that 4.0.6 hit and we got longer duration on immolate i aways refresh immolate while about 10sec remains, so how does this affect the haste cap? I heard someone say that you could just stack haste as u wanted until the last cap (dont remember what it is), since hand of gul`dan refreshed immolate while 10secs remain now, but somehow that sounds wrong to me..
Would greatly appreciate a clear answer on this so i can get on with my gearing
I think the question on everyone's mind is now whether the buff to AotH was enough to put two glyphed Arcane Shots on par with one Aimed Shot. With the math above it appears that Aimed Shot will be hitting for slightly less than what it was with AotH up (since you can't cast it while moving why wouldn't you have AotH up?). But we are now also looking at 2000 additional attack power for Arcane Shots.
So can I ask someone with more knowledge than I do to do an Arcane Shot analysis to see how much it has improved with the new AP bonus from AotH? I'd rather go back to firing AS as the focus dump and just using the Aimed Shot! procs as they come. This could help a little with mobility if you can maintain a fairly high level of focus in order to dump Arcane Shots while moving without having to switch to fox to fire off Steady Shots. Of course, then you run the risk of dropping the ISS buff, but is that worse than losing ~2600 AP for the duration of your movement?
I don't actually know where the shot formulas come from (I see wowhead mentioned), but if someone could point me to the proper place I'll do the analysis myself and see what I come up with.