The glyph PW:S heals the target for 20% of the absorption amount. Thus if the heal is 1k the shield is a 5k absorb. That's your fastest way to tell
Actually that is incorrect. The glyph heal is still "bugged" and does not reflect the real absorbtion amount of your PW:S.
Since I don't see the formula in the first post:
I currently run a MM hunter with an average item level of 244 but I don't feel like I'm put out the right amount of DPS and have been considering a switch to BM. Is it a viable end game raid spec?
Sorry, fairly new to the spreadsheet here, but I've been curious about the Abomination in a Jar trinket. Are the effects already built in to the sheet?
Read the previous page for more info on that trinket.
No really, just kidding. I played till 60 years ago, then quit for about a year and leveled to 70 when BC came out and lived in arenas until S3 was over and then quit again. Now i'm back and trying to get back in to the groove of things....
I've read probably 50 pages out of this thread and I've learned a lot. Boy have things changed a lot.
My current problem would be DPS fury build. Pretty sure i'm doing everything right as far as playing the fury build. I keep blood thirst and WW on cool down, use slam when it procs and queue HS/Cleave every time i start to build up too much rage. Fairly certain that my talents are placed well and my gear is only short of being soft capped ARP by finding the scorpion trinket from FoS which after 20 runs i havn't seen it yet.
Multi target DPS i do around 5k and for single targets i struggle to pull 3k. Is not having a trinket to soft cap my ARP really holding me back that far? Or are warriors just shit for dps now? obviously i won't be pulling 7k but If i can't atleast get close to 5k single target DPS than there is no reason to play a warrior for dps imo.
Also, I have still not read a definitive thread saying whether hard capping ARP is better DPS than soft capping. Which should I be aiming for when I have the ability to get the gear required? Meaning, if i can hand pick any piece of gear i want, which is going to yield more dps?
Sorry if my questions are too newb for this forum and sorry for my post being so long. Thanks in advance for the help.
now with 3.3 being live on my shaman Orcgazzim i find specing into FN amazing for DPS because in 10 man ICC single boss i'm hittin 6k DPS with FN in my rotation, but on AoE pulls and spec into FN with Magma totem down I've hit 10 and 12k DPS depending on the size of the pull
You have 0! expertise and you are also not entirely hit-capped. Both of these things, if you are not able to achieve by gear, should be gemmed for.
Thats the main points that I saw so far.
Also you should not gem 16 crit or 24 stamina gems. For yellow sockets, take the Str/Crit gems (10/10 at best), and for blue sockets, just forget about the socket bonus.
edit: Oh, and use another meta gem, either the Agi/3% critdmg one or the Crit/3% critdmg.
I keep being intrigued by Rawr valuing Armor enchants on Gloves and Cloak over Agility because of the high Survival rating.
On a purely physical fight (where threat is not an issue) I understand why this works, since armor is pure damage absorbtion. Most fights have a lot of magical damage, however.
Since I don't have enough gear to have both an agility and an armor enchanted glove (or cloak) available, I need to choose for the average boss encounter, knowing it will perhaps be second-best itemized for some fights.
What would you choose in this case? So far I think agility is better. After all it gives avoidance, crit, armor and whatnot, which is way more flexible, works with magical damage, and boosts threat output.
On the other hand, [Glove Reinforcements] have a sweet low price, making them very attractive.
Is my choice for agility over armor the right one? Is the difference between the two small enough to warrant still picking glove armor because of the low price or should I stop being cheap and spend a few hundred more gold on a "true" enchant?
Hello
I've been always told that best is to have 2.60 weapon as Mainhand and Offhand.
Today i got an item from ICC10 to test if it's true.
So.. i went to Ironforge, starting to dps with with only 2.60 offhand(With mainhand in my bag) and managed to get 1020 DPS with only autoattacking with my Offhand.
Then... i took my new weapon (Speed 1.50, Without Berserking Enchant on it) And managed to get 1424 DPS by autoattacking with my offhand.
So, my dear friends.. Here comes my question, by this test i can say thanks to this offhand my dps will increase about 450 DPS. But is it really true? Or is there something i should know?
Simply put, white damage is only one part of the (rather insanely) complicated network of effects that make up the maximum DPS of an enhance shaman. While it's true that some sub-2.6 weapons can certainly work out better as upgrades, it's often not hard for a lower ilvl/tier 2.6 weapon to net a greater effect. Summarily, use tools like Rawr and Enhsim to test your theories or potential upgrades as they're tools specifically designed at attempting to replicate our complex output - do them a favor and try them out and thank them for the effort they've put in to it
anyone had some thought about hybrid tanking fester. brought it up with guild and there pretty keen, of course this is after weve already killed him so ill have to wait till next week
Tbh I think you really can't make any conclusions by dummy testing due the lack of raid buffs and rng considering the differences seem to be so small.
and thats exactly why I said that I will keep it a period to see it perform in a raid environment full buffed. Once I will have updated information, I will post the results.
if i could ask something on top of that for future.
stats scale differently, and it would be very useful information to see how much dps 1point gives and (for example) 200points would give (per each point)
im very curious to see how extra 200haste translates to dps compared to 1haste*200, especially when we can swap gear gaining 120haste or so on single item, and i feel stat value for current bis might be very 'temporary'
ill try geting simcraft too, but last time gui overwhelmed me
Sorry to be a noob and interrupt, but can anyone that are good with Simcraft "find" my Key Stats for when I chose gear. I use Pawn and therefore need the Key Stats. And since this thread hasnt got the Key Stats for end tier 9 gear, therefore i need help. In advance, thank you !
I currently run a MM hunter with an average item level of 244 but I don't feel like I'm put out the right amount of DPS and have been considering a switch to BM. Is it a viable end game raid spec?
No, BM is not viable. It performs significantly worse than the other two specs in terms of straight damage.
Although you may be wearing mostly 245 gear, you're 2% below the hit cap and have very low armor pen. in favor of excessive haste. Gear choices seem to be the main issue, not the MM spec.
It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
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12/13 [25] Heroic - Recruiting exceptional players.
Sorry to be a noob and interrupt, but can anyone that are good with Simcraft "find" my Key Stats for when I chose gear. I use Pawn and therefore need the Key Stats. And since this thread hasnt got the Key Stats for end tier 9 gear, therefore i need help. In advance, thank you !
Presumably you mean scaling factors.
- Download the latest Simcraft
- Launch the GUI-based Application (the one that doesn't pop up a console window)
- Select the Import tab
- Find your character on the Armory, once the page has loaded click the "Import!" button in the lower right corner
- Under the Options tab, select the inner "Scaling" tab, check the stats you want scaling factors for
- Click "Simulate!" in the lower right hand corner
Let it run, and voila, you have your scaling factors for your current gear, spec, and glyphs.
purefury brings up a good point. How does Simcraft actualy calculate scaling factors (I can't look at the hard code online or i would dig threw it)? I assumed it Added some significent amount of the stat(example 100), ran the simulations with the extra stat. Took the difference in dps between the simulations done before the extra stat was added and after, then divided that by whatever the significent value of the stat was(example 100). My reason for this is, Simply addoning 1 stat to a simulation and running it would not give accurate result even with a large sample size because of the RNG nature of wow(and simcraft). Or is it more complex than that?
On some fights, my Sinister Strike is doing more damage then my Instant Poison with this nerf. I don't really get this. Blizzard always said that pure dps classes will always do little bit more damage then hybrids, yet I see Death Knights and Paladins now taking over on dps meters. Hunters, Mages all far beyond them. I am combat, and I'm gonna check next ICC 25 man raid, to see how much this nerf costed me.
if i could ask something on top of that for future.
stats scale differently, and it would be very useful information to see how much dps 1point gives and (for example) 200points would give (per each point)
im very curious to see how extra 200haste translates to dps compared to 1haste*200, especially when we can swap gear gaining 120haste or so on single item, and i feel stat value for current bis might be very 'temporary'
ill try geting simcraft too, but last time gui overwhelmed me
As Calidius surmises, you have bumped into the largest flaw in any dps simulation architecture. Formulation provides precise numbers that are more-or-less correct. Simulation provides correct numbers that are more-or-less precise.
The accuracy of simulation scale factor generate degrades in super-linear fashion with decreasing stat deltas.
Multiple runs could produce DPS_StatDelta values in the range DPS_StatDelta_Min to DPS_StatDelta_Max
Similarly, DPS_Baseline is really a range from DPS_Baseline_Min to DPS_Baseline_Max.
Ideally, you want Scale_Factor_Min and Scale_Factor_Max to be as close as possible. (I do not actually report these values now, but perhaps I should.)
We are squeezed between wanting to create trustworthy scale factors and the fact that DPS is not a perfectly linear graph. The closer DPS is to linear the safer it is to use large stat deltas.
I agree that finding the top DPS numbers (which could include stacking specifically for a given toon or class) isn't the best methodology, but it's pretty clear to just about everyone that rogues substantially out-dps all other classes (including other pure dps classes) on the vast majority of current pve content.
Does anyone know the stat weight for ranged weapon dps? I'm still trying to figure out if [Rowan's Rifle of Silver Bullets] is better than some other weapons. The dps on the weapon alone should make it notable, as it is higher than some alternatives.