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12/28/09, 2:15 PM
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#11161
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Piston Honda
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Originally Posted by Demi9OD
Fenz I just ran a quick Simcraft with and without Incinerate. The loss was 2.7% DPS.
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Just to be clear, you did something like:
incinerate,molten_core=1/soul_fire,molten_core=0,decimation=1/shadow_bolt
and you found that this was a DPS increase over the profile as stated in the simcraft thread?
edit: sorry, misread Fenz's post, asking about Incinerate above 35%, not below.
Last edited by duhwhat : 12/28/09 at 2:29 PM.
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12/28/09, 2:28 PM
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#11162
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Don Flamenco
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I removed Incinerate from the priority list entirely and noted a 2.7% decrease in DPS. Molten Core procs had no effect on the rotation, Shadow Bolt was used as the exclusive nuke till 35% when Soul Fire took over.
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12/28/09, 3:30 PM
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#11163
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Undead Priest
Alexstrasza
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Originally Posted by RootBreaker
Unless you're moving, even spontaneously generating Surge of Light procs is a decrease in HPS, since surge of light flash heal can't crit and takes the same amount of time as a normal flash heal. Spending extra time to mind sear will only decrease your HPS further. If you want to get high effective healing on Freya and save the raid from ground tremor at the same time, spec discipline and bubble-spam the raid.
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I am less concerned about my HPS, most concerned about mana management and survival of the raid group. Surge of light has helped me in many situations, from casting a group heal, proc, then hitting the person who's still taking damage/taking more damage than others, to timing it to top off the tank just at the end of its duration, to get the free heal, then the mp5.
As far as mind sear goes, I've used it when noone in the group is taking damage, but I usually group heal, so I don't have a lot of time to dps, save for a few tab target dots and dev plague. When I have used mind sear, I always get flash proc, so I guess I could start using it more. I'm not at my computer to check the mana cost for it, but I saw that its 28% of base mana, I need to check actual cost to me before I go into more detail on that.
Of course, I should add, I change over to my pvp disc spec for Saurfang, and that works really well for our 10 man raid group.
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12/28/09, 3:39 PM
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#11164
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Glass Joe
Night Elf Death Knight
Ysera
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Great guide, thank you. Only thing I missed was, what is the best presence to use for single-target raid DPS? Both Blood and Unholy seem viable, is there a preferred or does it vary?
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12/28/09, 3:59 PM
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#11165
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Don Flamenco
Human Death Knight
Scilla
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Originally Posted by cybre
Great guide, thank you. Only thing I missed was, what is the best presence to use for single-target raid DPS? Both Blood and Unholy seem viable, is there a preferred or does it vary?
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You always want to be in Blood presence, I think the only spec that ever benefitted from Unholy presence was a terrible DW Frost spec in 3.0 or 3.1.
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12/28/09, 4:15 PM
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#11166
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Banned
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Are there any links that anyone can provide to dps parses and math showing the advantage of slow 1h's to fast. I have been trying to get my head around it completely and as of right now, from tests I have done and math, fast 1 handers at a loss of some yellow damage are able to produce under best rng 45% more damage with a moderate dps increase to white damage which in parses for dw seems to be the main source of damage.
Please take a look at the following for my math and observations as being discussed in the dw tank thread.
http://elitistjerks.com/f72/t40739-d...2/#post1505462
http://elitistjerks.com/f72/t40739-d...3/#post1505586
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12/28/09, 4:21 PM
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#11167
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In gear/DCT lock pin
Human Priest
Alleria (EU)
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Originally Posted by Serjia
As far as mind sear goes, I've used it when noone in the group is taking damage, but I usually group heal, so I don't have a lot of time to dps, save for a few tab target dots and dev plague.
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What exactly is your scenario where mind searing to proc SoL makes sense? I don't buy the Freya+3 scenario. Either you are seriously overgearing the encounter, in which case it is especially useless to try to semi-optimize. Or you are struggling with the encounter, in which case "noone in the group is taking damage" is just not going to happen.
Providing a tiny bit of DPS in an encounter where your raid is struggling doesn't make sense. Sure, you can provide the odd dot during the pull, but at almost every other point in time you can do better. Get into a better position, keep inspiration up on tanks, renew someone, whatever.
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Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
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12/28/09, 4:45 PM
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#11168
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Banned
Human Death Knight
Turalyon (EU)
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Originally Posted by piken
Are there any links that anyone can provide to dps parses and math showing the advantage of slow 1h's to fast. I have been trying to get my head around it completely and as of right now, from tests I have done and math, fast 1 handers at a loss of some yellow damage are able to produce under best rng 45% more damage with a moderate dps increase to white damage which in parses for dw seems to be the main source of damage.
Please take a look at the following for my math and observations as being discussed in the dw tank thread.
http://elitistjerks.com/f72/t40739-d...2/#post1505462
http://elitistjerks.com/f72/t40739-d...3/#post1505586
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As was pointed out in the other thread, your maths was floored, Slow > fast unless such a large difference in item level that the DPS of the faster wepon is so much higher than the fast wepon.
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12/28/09, 5:01 PM
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#11169
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Glass Joe
Night Elf Death Knight
Ysera
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Originally Posted by shed
You always want to be in Blood presence, I think the only spec that ever benefitted from Unholy presence was a terrible DW Frost spec in 3.0 or 3.1.
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I figured such, I just wanted to verify nothing changed. Thank you very much =)
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12/28/09, 5:10 PM
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#11170
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Banned
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Originally Posted by rooppa
As was pointed out in the other thread, your maths was floored, Slow > fast unless such a large difference in item level that the DPS of the faster wepon is so much higher than the fast wepon.
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My math was flawed and fixed. But as of now I am still looking for math showing that the normalized yellow attacks can scale past the dps increase of 2 fast over 2 slow by as large a margin as most theory crafters have stated without actual math to back it up.
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12/28/09, 5:19 PM
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#11171
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I find your lack of faith disturbing
Kroot
Orc Death Knight
No WoW Account
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Originally Posted by piken
Are there any links that anyone can provide to dps parses and math showing the advantage of slow 1h's to fast. I have been trying to get my head around it completely and as of right now, from tests I have done and math, fast 1 handers at a loss of some yellow damage are able to produce under best rng 45% more damage with a moderate dps increase to white damage which in parses for dw seems to be the main source of damage.
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I don't understand what you're asking, in order for fast weapons to have even the slightest chance of being better than a slow weapon, they'd have to have a MUCH higher DPS value. However, this will never happen as every tier of content has weapons (both fast and slow) with identical DPS values. As such, you will NEVER see a benefit from using a fast weapon over a slow weapon in progression level gear (the only level of gear we are concerned about in this forum).
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Originally Posted by Silmeria
See this is how engineers argue! Why the fuck we gotta have 17 page threads on how much Diablo 3 sucks I blame liberal arts majors
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12/28/09, 5:25 PM
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#11172
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King Hippo
Tauren Druid
Destromath (EU)
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He compares - 1.5 1h Weapon, making 26 instant attacks
- 2.6 1h Weapon, making 15 instant attacks
So both are at a 39s interval
His logic and math is so faulty, it makes me cringe
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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12/28/09, 5:25 PM
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#11173
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Piston Honda
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Originally Posted by Serjia
I am less concerned about my HPS, most concerned about mana management and survival of the raid group. Surge of light has helped me in many situations, from casting a group heal, proc, then hitting the person who's still taking damage/taking more damage than others, to timing it to top off the tank just at the end of its duration, to get the free heal, then the mp5.
As far as mind sear goes, I've used it when noone in the group is taking damage, but I usually group heal, so I don't have a lot of time to dps, save for a few tab target dots and dev plague. When I have used mind sear, I always get flash proc, so I guess I could start using it more. I'm not at my computer to check the mana cost for it, but I saw that its 28% of base mana, I need to check actual cost to me before I go into more detail on that.
Of course, I should add, I change over to my pvp disc spec for Saurfang, and that works really well for our 10 man raid group.
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Surge of light is hardly the only solution to the "I just cast CoH and someone is still missing health," situation. If the person is still taking damage, prayer of mending or renew could be a better solution, depending on the source of the damage. Otherwise simply letting passive healing and druid hots on that person bring them to full health is often perfectly viable if there are no dangerous things the boss could do to them before they reach full health.
Flash heal only costs 18% of base mana. Mind searing to proc SoL is pretty counterproductive if your goal is mana efficiency.
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12/28/09, 5:27 PM
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#11174
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Banned
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Originally Posted by Darkside
I don't understand what you're asking, in order for fast weapons to have even the slightest chance of being better than a slow weapon, they'd have to have a MUCH higher DPS value. However, this will never happen as every tier of content has weapons (both fast and slow) with identical DPS values. As such, you will NEVER see a benefit from using a fast weapon over a slow weapon in progression level gear (the only level of gear we are concerned about in this forum).
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Originally Posted by piken
This is the statement that doesn't 100% fit that I am looking for math to prove. Your looking at the stated dps value of a weapon and not the modified dps based on ap. Here is a quote from my last post in the other thread.
ooking at just the 245 lionhead and the 245 grinder
1. LH = 384 + ( 5121 / 14 ) = 749.79
2. Gr = 665 + ( 5121 / 14 ) = 1030.79
Look at the best possible damage over 39 sec with no crits you get.
1. 19494.54 = 499.86 dps (324.91 dps oh) = 824.77 total dps
2. 15461.85 = 396.46 dps (257.70 dps oh) = 654.16 total dps
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This shows that over 39 seconds of theory crafted perfect rng not including crits that the 2 faster weapons of the same teir content that have almost the same stated dps value actually produces 170+ dps more.
I am trying to find math or work the math out that shows that the dps increase from the slower weapons on yellow attacks will beat the dps from the yellow attacks on the faster + the 170+ dps. So far from the looks of it in partial parses that I have been doing my self, the stated difference is not as large or not there at all.
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12/28/09, 5:34 PM
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#11175
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Banned
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Originally Posted by Starfox
He compares - 1.5 1h Weapon, making 26 instant attacks
- 2.6 1h Weapon, making 15 instant attacks
So both are at a 39s interval
His logic and math is so faulty, it makes me cringe
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Learn to read before making a pointless post. I stated my math was wrong in the other post and posted updated math comparing straight autoattacks between the 245 lionhead and grinder. Add information or shut up.
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