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Old 09/14/09, 6:31 PM   #8011
gcbirzan
Bald Bull
 
gcbirzan's Avatar
 
Human Paladin
 
Darksorrow (EU)
It won't. They said that some time after they release it, on the anniversary, they will also give you a pet.

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Old 09/14/09, 6:52 PM   #8012
DivineLight
Glass Joe
 
Human Rogue
 
Magtheridon
hey guys i was wondering ive been playing my rogue for a while as combat and for some reason im only pulling out like 3.5k, can u guys help me out The World of Warcraft Armory

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Old 09/14/09, 7:53 PM   #8013
maverickusa23
 
Human Mage
 
Destromath
Complete List Updated

Hey guys,

great to see the different posts and updates on the new gear, but would it be possible to do a repost of first post showing all the existing list with all the new gear added to show how it stacks up?

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Old 09/14/09, 8:19 PM   #8014
Solitaire
Glass Joe
 
Solitaire's Avatar
 
Blood Elf Rogue
 
Frostwolf
Originally Posted by Rahdik View Post
ArP nerf aside that list most likely is not BiS for Mutilate because it is ArP heavy. Mutilate most likely takes Head, Chest, Gloves, and Shoulders (as it is the combo with the most expertise and the least ArP) and uses off-set pants. It most likely wont take some of the other pieces as well.

Don't quote me on any of this I'm just roughly looking at the gear and trying to stay as far away from ArP and as close as possible to Expertise for a Mutilate setup.
I'm thinking

Head: T9
Neck: Charge of the Eredar
Shoulder: Snow Bandit
Back: Untamed Predator
Chest: Vest of Calamitous Fate
Bracers: Dark Determination
Gloves: T9
Waist: Merciless Killer
Legs: Broken Beast
Feet: Acidmaw
Finger: H/N Callous Aggression
Trinkets: H/N Death's Choice
MH: Gouge of the Frigid Heart
OH: Stygian Bladebreaker
Range: BRK equivalent. I can't remember Horde name



Picking up gear with ArP for expertise doesn't seem to be worth it, and capping expertise isn't necessary

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Old 09/14/09, 8:20 PM   #8015
Jokern
Glass Joe
 
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Gnome Warlock
 
Frostwhisper (EU)
Hello, i got a question about the doomguard.
is it a dps increase/loss if u turn off any of the doomguards spells? (cripple, RoF etc)

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Old 09/14/09, 9:42 PM   #8016
Shayo
Von Kaiser
 
Undead Warlock
 
Kel'Thuzad
Originally Posted by Jokern View Post
Hello, i got a question about the doomguard.
is it a dps increase/loss if u turn off any of the doomguards spells? (cripple, RoF etc)
Typically you should turn off rain of fire as the doomguard does much better single target damage when raid buffed. However, on fights like Anub, you might manually do it while spamming seed as that would probably be a dps gain on the 4 adds (as mentioned above). Essentially, it's situational and you should look at each encounter individually. If micro management isn't your thing, turn off rain of fire.

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Old 09/14/09, 9:50 PM   #8017
BobTurkey
Glass Joe
 
Turkelife
Blood Elf Priest
 
Nagrand
Originally Posted by TheDoctor View Post
After all this discussion on Haste and stat ratings... It really started me thinking. I have been of the mindset that throughput and regen need to be measured in their own rights, and for a static score system I still believe that to be the case.

If you use a spreadsheet or some other means where the scoring can be dynamically calculated based on the current gear and by an outlined cast composition and time of encounter... Then you can come up with an accurate current weight. You can download my spreadsheet to see what I am talking about. It currently handles primarily Disc Priests.

So in updating this spreadsheet I was working toward a common single comparison system and used the acronym SHC for Sum Healing Capability. What I came up with is that all stats are throughput stats in some way shape or form.

SP/Haste/Crit
Fairly obvious that they are throughput stats and the means by which they provide the gains.

Spi/Mp5/Int
Not so obvious but here is the reasoning. If you operate with the base mana pool what is your capability to heal? Very limited no matter how much SP/Haste/Crit you stack. Through strict regen stats and through the additional mana pool of Int we increase our ability to produce healing and hence throughput. It is quite obvious that if we have mana we can cast and if we do not we can not. It is critical when converting these stats into a throughput equivalent that we understand the mana required, encounter length, and spell composition as these determine what the ideal level of mana regen to support that throughput would be. Anything above the regen required does not contribute to additional throughput, so in terms of throughput regen stats are soft-capped.

In example, Billy Joe the priest is healing an encounter and would like to cast a FH every 2 seconds (super simplified example). The encounter requires that this level of healing be maintained for 60 seconds. What is the regen required to support the throughput of FH at this rate?

FH costs 591 mana casting one every two seconds is 295.5 mana per second and correlates to a balancing point of 1477.5 Mp5. This is widely variable based on mana pool size, so evaluating at varying int / mana pool sizes we find that....
924 Int -> 17443 Mana -> Requires 0 Mp5 to support this level of throughput for 60 seconds and end OOM.
700 Int -> 14083 Mana -> Requires 303.91 Mp5 to support this level of throughput for 60seconds and end OOM.


Summary
Given a specific encounter you can determine the appropriate mana cost to support the spell composition and throughput required to fulfill your role in the healing lineup. Based on that mana cost and the regen stats you currently have, further regen stats may or may not have value. At any point you can say "I would have" casted more spells or more expensive spells given that my mana could support it, you are in a position where your regen may not be high enough.

From a mathematical evaluation of the stats Mp5/Int are the highest throughput stats for Disc priests until you reach the point that mana regen is no longer required at an additional level. The basic comparison would be Mp5>Int>SP>Haste>Crit=Spi, or very close there about... This is very dynamic so don't take that as the law or a static approach.

For Playing with my spreadsheet to look at the results, it is important to set the % on the 'Healing' tab as the composition of spells cast over the course of the fight based on your playstyle. If they sum to 100% then you are assuming chain casting the entire period of the encounter length set on the 'Talents & Misc' tab. Modifying those values changes the 'Mix Mana Cost' on the 'Healing' tab and impacts the 'Longevity' line that is visible on several tabs. I have it configured such that once the longevity is greater than or equal to 100% then regen stats do not contribute to SHC weights as you have reached the point of excess regen and should only be stacking the other throughput stats. One important note is that on the version currently uploaded Penance is assumed to be casted on CD.
WoW! This is awesome!

This is pretty much what I did only in a more user friendly format and with more options. I considered making my source spreadsheet available, but i'm too lazy to make it user friendly.

Very impressive Doctor. I'll give some ffedback when I get a chance to look at the details.

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Old 09/14/09, 10:42 PM   #8018
decode88
 
Undead Mage
 
Anetheron
I have a question about teir 9 and teir 8.5 .

My question is with the gear i have what is better , 2 peice teir 9 or 4 peice t8.5 , killed yogg last night and one of the top mages on the server " lyrra " was saying that i shouldn't drop my 2 peice teir 9 for 4 peice 8.5 , Id be wearing chest , gloves pants and shoulders , I have 25 man t9 helm.

I would think the 4 peice t8 but let me know your opinion.

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Old 09/14/09, 10:47 PM   #8019
Rugz
Von Kaiser
 
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Gnome Mage
 
Azuremyst (EU)
You can use rawr with your specific gear to calculate whether 2t9/2t8 is better for you than 4t8, but for a more general answer, the DPS contributions of the set bonuses can be found on the first post here:
http://elitistjerks.com/f75/t30655-w...ustion_update/

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Old 09/14/09, 11:47 PM   #8020
Grimpek
 
Undead Warlock
 
Daggerspine
4pc T9

I was wondering with the 4 piece bonus is it work loosing imp soul leech and soul leech for the 5 points into corruption and some how working it into the rotation because i find the four piece kind of pointless if your not working corruption in it

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Old 09/15/09, 12:19 AM   #8021
Istarian
Glass Joe
 
Human Rogue
 
Lightninghoof
I'm getting an issue in the beta spreadsheet where my damage is dropping by 34.2 DPS. The setup is the same (so I believe). Gems are the same, glyphs and spec are the same. Armor pen is set to live values not 3.2.2 values. I've traced this to the fact that in the 1.3 beta sheet, the value of AGI drops from (in my gear) 2.02 (live) to 1.91 (beta). Therefore, all of the suggested slots have become (this is odd imo) * Pristine / Bright gems (as I'm at 567 ArP passive with the Runestone and 3.2 values). If the general calcs are the same, then why this change in values? I'm not too knowledgeable about how excel actually works, but I managed to find my way through the spreadsheet to the calcs section and to where the sheet is getting these values from. I compared them to the 1.2 spreadsheet and they are simply different values, I can't see an improper coefficient anywhere.

This could be some mindfuck moment where I've plugged something in wrong somewhere but triple checked this. Using 4 pc t8 now so AGI should be valued higher than AP.

As an extra check of the values, the Cells B2-9 in both spreadsheets on the Calcs tab are identical. So a stat discrepancy from gear seems less unlikely as previously thought.

* Somehow apparently white hit has surpassed crit rating. I'm not too high on crit to experience the DR, at least not drastically enough to cause it to drop below hit. (at least not on the 1.2 spreadsheet.)

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Old 09/15/09, 12:55 AM   #8022
lynx0880
Von Kaiser
 
Human Priest
 
Thunderlord
Working on yogg now... yum

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Old 09/15/09, 2:03 AM   #8023
softieknight
 
Orc Death Knight
 
Hyjal
My DPS as a frost DW has dropped quite dramatically as well. At first I thought it was just new boss mechanics, but then I started also looking at first couple of fights in toc closely as well as VOA/Ulduar and my dps still sucks. I'm doing roughly only 5000 dps on non-gimick bosses now. You can look up my armory, softieknight of hyjal. Standard rotation of icy touch, plague strike, os, bs, bs, fs, fs, os, os.

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Old 09/15/09, 2:05 AM   #8024
Griffgraff
 
Human Paladin
 
Nordrassil
i rock with a ret pally, mostly deadly gear, and my spec is 5/5/61 EfaE and vindication and all those goodies help me stay alive, as well as i use the Libram of discord and try to Divine storm as much as possalbe. my glyphs and the judgement +10% the increase DS damage and Crusdader strike. this is my first week doing areana's and i know i have some bugs to work out, but me and my disc priest in PVE gear seem to be doing ok, yea we loose some here and their and their was a learning curve to get things right. but i have found only a few match-ups that we cannot beat yeat. linked in my armory, and any other questions hit me up

The World of Warcraft Armory

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Old 09/15/09, 3:37 AM   #8025
Hammerfaust
Banned
 
DontHaveOne
Undead Rogue
 
No WoW Account
Originally Posted by Auturgist View Post
Armor penetration - WoWWiki - Your guide to the World of Warcraft

That link does a pretty good job of explaining all the ins and outs of ArPen for you.
That is pretty much exactly what I was looking for. Thank you...

Next question, at what point (gear lvl wise, etc.) does it become important or necessary to gem stack ArP over Agility? Or is this even needed?...

Question basically is, will I get greater DPS by gem stacking ArP over Agility gems? Or should I leave Agility stacked, or perhaps try to find a mix between stacking both?...

Just kind of curious how it fits into the whole scheme of things now. I'm new to ArP but I know Agility used to trump everything so I've stacked Agility whenever possible. I did see something some pages back about doing this, but the post was not very clear.

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