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01/09/09, 5:45 PM
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#1801
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Glass Joe
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KK, thanx.
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01/09/09, 6:02 PM
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#1802
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Piston Honda
Human Warrior
Eldre'Thalas
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I'd argue that parry is more important than it was in BC, simply because stacking dodge will eventually invoke harsher diminishing returns than splitting some of it off into parry. Its value for threat is reduced in wotlk though, both because of DRs on parry rating and because threat is so trivial at current raiding gear levels.
In any case, when was this post you're referring to made? I don't see how any warrior could reach 40% parry with existing gear. Even socketing 16 parry in every slot and using [Rune of Repulsion], you wouldn't have anywhere near that much parry.
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01/09/09, 6:22 PM
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#1803
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Banned
Undead Warlock
Nordrassil
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SOOooo,
Who's got the dope on how much of a dps increase the buff to CB and Glyph of Conflag will be for Destro?
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01/09/09, 6:23 PM
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#1804
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Glass Joe
Tauren Druid
Ner'zhul (EU)
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Mine
This is my first post to show you "my" UI.
A mixe between one of the wimpaceUI and the oUF_Lyn. All of that tweaked up a little bit by me.
kgpanels anchored to omen and recount when they are toggled.
RAID SHOT
RAID SHOT + OMEN/RECOUNT FiGHT
PARTY SHOT
Any comment is welcome.
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01/09/09, 6:29 PM
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#1805
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Glass Joe
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I see the pocket guide referred to quite often, and yet it is not stickied yet.
Edit: I even thought I saw it locked at one point.
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01/09/09, 6:36 PM
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#1806
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Glass Joe
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I recently experimented with a dual wielding Restoration spec 0/31/40
WorldofWarcraft.com -> Info -> Classes -> Shaman -> Talent Calculator
The points put into Enhancement make Earthliving weapon add 30% more spellpower to each weapon, and makes flametounge totem add 15% more spellpower. By dual-wielding you can place the Earthliving enhancement on each weapon. This provides a HUGE boost to your spellpower, however it does not boost your single target heals as much as you would think. You lose the talent Tidal Waves:
Tidal Waves (rank 5):
You have a 100% chance after you cast Chain Heal or Riptide to lower the cast time of your next Lesser Healing Wave or Healing Wave spell by 30%. In addition, your Healing Wave gains an additional 20% of your bonus healing effects and your Lesser Healing Wave gains an additional 10% of your bonus healing effects.
This 20% loss on Healing Wave and 10% loss on Lesser Healing Wave brings our single target heals back to about where they were without the Dual-Wield. The loss of the 30% haste, and Riptide lower our “emergency healing” significantly. Losing Earth Shield, Riptide, and Tidal Waves, makes this spec not viable for 5-man Heroic healing (since you have no other healers) and 10-man raiding (Your lifesaving is NEEDED in 10-mans). HOWEVER, 25-man Heroic Raids is where this spec shines. Since there is no Tidal Waves type talent for chain heal, this spec provides a huge boost in the power of Chain Heal. In 25-man, Shaman are often assigned to raid healing because of Chain Heal, and with this spec boosting mainly Chain Heal it is AWESOME for the CH spam.
Sadly, I will not be keeping this this spec for the time being, however, as soon as i hit 25-man raiding consistently, DW Resto, Here I come!!
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01/09/09, 6:38 PM
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#1807
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I'm not crazy, no, really, I'm not.
Askledarea
Blood Elf Shaman
No WoW Account
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Originally Posted by SneakerXZ
Tooltip has been fixed in today build so it reduces CD by 2.5sec.
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Yes, I know, now would you please stop posting stupid stuff like that here? I am perfectly aware of the changes that have been put through, but prefer to wait for the final patch to put through the changes (especially since it's due in 1-2 weeks). But if you'd actually read the start of the entry and seen that I would like everyone to refer discussion to the shaman forum, and indeed posted those exact same changes in the "upcoming changes" thread, then you'd see how reduntant your post is.
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Originally Posted by Nite_Moogle
my surpriseometer isn't registering anything here
is it broken
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01/09/09, 6:45 PM
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#1808
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Banned
Undead Warlock
Nordrassil
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It will nor renew Immo, Conflag simply will not consume Immo or ShadowLame.
Anyone got Sim data that totals how much of a dps increase these proposed buffs will be for Destro?
Last edited by Haugus : 01/09/09 at 6:47 PM.
Reason: Duplicate reply.
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01/09/09, 7:58 PM
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#1809
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Glass Joe
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This post ur UI, that UI is pretty much LynUI
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01/09/09, 8:33 PM
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#1810
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Glass Joe
Night Elf Rogue
Thunderhorn
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Originally Posted by Ashere
Actually, only the 4 other members of your group, since those are the only ones whos crits actually feed you CP's. For the rest, they'll take advantage of the same raidbuffs you do.
But what would be a much quicker solution, is if someone developed a simple addon, which works similar to recount, in that it collects combat data, but from that combat data only takes the ability crits and avarages those out on a per second basis.
Next, add an input field in the calculators for avarage CP feed/sec for your group, and if you generally play within the same group, you'll have a nice avarage figure from the addon to use here. Just rerun the addon regularly to keep the figure for your spreadsheet up to date with gear and spec changes, and the spreadsheet should give a fair ballpark figure. Not as exact as the figures for combat or mutilate builds, but at least good estimates.
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hmm i thought i read somewhere it was raidwide. I seem to get CPs faster with a 25-man than a 10-man so i didn't really give it a second thought. good to know anyway.
I kinda did the CP averager manually myself. I did the /combatlog thing and then searched the text file for every instance I used a finisher... averaged out how long it took to get 5CPs and used that time in my HAT spreadsheet.

Originally Posted by zabuza6
A good thing we could try to attempt would be a spreadsheet model that would take an example combatlog/wws breakdown as input. Something that would use the frequency of finishers/hemos/white damage/poison procs. The spreadsheet could then figure out aep values from increasing the stats of the person using the spreadsheet. i.e. if the person gained 1ap, how much more damage would they have done given they did x eviscerates, y hemos, z white attacks, and w poison attacks. This would largely work around the issue of having to deal with the "burstiness" of incoming CP's, it would just rely on the the person from the parse being competent.
An inital sheet could just hard-code a parse from a reasonable fight, but allowing people to plug in their logs would be the most ideal here, really. Some people may run with a different set of HaT rogues/non-hat rogues/hunters/warriors/mages, and would give aep values very tailored to them, including whether they are taking advantage of the bug. Additionally, you could plug in new logs as your group-mates gear improves and they start to crit more.
Of course, increasing your own crit will effectively change the relative frequencies of eviscerates and hemos, much moreso for non-bugged HaT than bugged HaT. The spreadsheet could have some way of the user plugging in the additional value they place on crit, in addition to the extra damage from their attacks. Expertise also works this way, but the sheet could assume the rogue is expertise capped. The main question I want to ask is how crappy hit/haste are for non-HaT rogues. It's clear you want to avoid it like the plague for bugged HaT, but not necessarily for non-bugged HaT. Additionally, does armor pen beat hast/hit for unbugged HaT?
It's too bad I don't really have the time to look into this, or the excel expertise to be able to get this kind of info into a sheet from a parse, but it seems the best way to tackle the problem personally. I may take the route of hard-coding the number of attacks from a good patchwork I've had, and see how far I can get with it, but it would require more research than I'd like on my end, I've never rolled my own spreadsheet in any way.
Sidenote: Is there a good resource anywhere that has all the equations one might need for calculating ap scaling for various attacks, what parts of haste are multiplicative/additive, armor damage reduction equations, and all the other random oddities one would need to worry about? I can find it all individually, but if there's a resource somewhere with it all in a central location that would be amazingly helpful.
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I am so not good enough with excel to macro a combat log importer. I can barely do an IF function >< Anything I can do to help out though... just give me a shout (I noticed we are on the same server lol).
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01/09/09, 9:00 PM
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#1811
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Glass Joe
Blood Elf Death Knight
Arthas
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Originally Posted by Muadibz
This is the UI I created for my DK. Most of it should be pretty standard.
Unitframes: XPerl
Bars: Bartender
Spell Cool down: OmniCC
Disease / Horn Time: NeedToKnow
Chat Boxes: Chatter
Map: Sexymap
and then obviously Omen and Recount. You can't see it in this screen shot unfortunately but I use SCT to tell me when Sudden Doom procs as well as my trinkets.

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Explain the UI since that is what was asked for in the first post.
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01/09/09, 9:43 PM
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#1812
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Glass Joe
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I'm not a druid but help?
Hey there,
I have a druid friend who REALLY wants to be a good druid tank. Can anyone please show me or let me know, of Gear ideas for Druids tanks as well as an ok spec? He does not want to DPS at all, just pure tank.
Also can druids honestly tank as well as Warriors, pallys, and DK?
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01/10/09, 2:35 AM
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#1813
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Glass Joe
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What is the best Potion to use to increase DPS?
I assume it is Insane Strength Pot which is 120 STR for 15 secs.
Other option would be Potion of Speed for 500 Haste for 15 secs.
Since we can only pop one Pot during a fight now, is it better to use the Pot when we pop Wings or during Heroism?
I am referring to situations where wings and hero are not at the same time.
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01/10/09, 3:18 AM
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#1814
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Glass Joe
Gnome Mage
Stormscale (EU)
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This "battleground" is so not working on my server(Magtheridon-EU 99%Horde - 1% Alliance). Now for like two days alliance has managed to keep it. And that is with only two people playing it. Always the same, feraldruid and a warrior. The warrior crits his mortals for 10k and his executes is usually around 25k. The druid in the other hand crits his normals for around 3,2k-3,5k and mangle for 7k.
My playtimes are not the best, but they are able to keep it by just running around and killing our vehicles. The warrior is kinda unstoppable since when he gets stunned he regain so much hp. And the damage he does is so insane that is not even able to heal thru it, usually one shotted. 5vs1 is usually not enough to kill one and what you get if you finally gets 5 people to kill one is that he kills everyone anyways. And if he don't, he usually kills two or three and then he will come back within the next 30 seconds and kill the rest.
Is the tenacybuff working so it becomes fair to fight on any server? They always have 20stacked here because of all the miningbots running around.
- Hfmn
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01/10/09, 3:28 AM
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#1815
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Glass Joe
Night Elf Hunter
Blackrock
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I'm using Grim Toll and Meteorite Whetstone at the moment as my trinkets, should I swap my whetstone for fotff or mirror of truth, or keep it as it is?
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01/10/09, 6:42 AM
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#1816
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Glass Joe
Human Warlock
Feathermoon
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Originally Posted by daphnestar
# [Gown of Blaumeux] (Naxx10) 241 dps
# [Valorous Plagueheart Robe] (Naxx25) 238 dps
# [Heigan's Putrid Vestments] (Naxx25) 236 dps
Does the list take into account socket choices? I don't see how Gown of Blaumeux could be better than Heigan's Putrid Vestments!
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Anyone?
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01/10/09, 7:38 AM
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#1817
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Glass Joe
Orc Warrior
Talnivarr (EU)
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Originally Posted by Arantar
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Ok, ill check it out, thanks. And do you have any list completed ? So i could compare.
Ok, i made some, and the final stats will looks something like this :
AP 4068,258333
haste 6,68%
hit 359
Crit% 43,68%
ArP% 18,12%
ExP 0
Do you think its fine or i should change some parts of equip and change it ?
Than another question, what about hte 4 set bonus ? Is it so good ? I dont think the 5 rage bonus is any good since you have plenty of rage all the time.
Last edited by CormacTalnivarr : 01/10/09 at 9:04 AM.
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01/10/09, 10:00 AM
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#1818
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Glass Joe
Undead Rogue
The Maelstrom (EU)
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re: no deadly poison damage
Almehym, it would be awesome if you had a look at the WWS and could tell me what is going on, Im pretty new to the rogue class. My character name is "Ajje" and here it is: Wow Web Stats. Thanks.
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01/10/09, 3:33 PM
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#1819
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Glass Joe
Blood Elf Paladin
Kilrogg (EU)
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Originally Posted by frmorrison
HoW, Judgement, Avenger's Shields and Shield of Righteous are our ranged attacks.
It seems nice that we could get double procs from the Grim Tool, since Armor pen is so weak for us, getting even more of it helps it become better!
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I was under the impression that AS was a spell.
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01/10/09, 4:07 PM
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#1820
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Glass Joe
Blood Elf Death Knight
Korgath
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Ghelgath
Guild Unequivoval
US server Korgath
Im a Duel-wielding tank,
I am the main tank for the one of the two 25man naxx ran (our group always wins the race)
i have always been frost and dw.. in the begining i stacked expertise i started off tanking heroics with 21/21 expertise slow main hand weapon and a fast off hand(for the killing machine procs) i had about 21-22k hp unbuffed and 550+ defense, my dodge was pretty horrible and ill same my parry was equally as bad
i am now 541 defense 24%dodge 21% parry(31% with blood down) 30k hp 27k armor 3% expertise 250 hit rating
all this unbuffed
fully raid buffed im at 38-40k hp and around 60% pure aviodance(w/o using cd's), 30k armor and all that sort of jazz
i use food depending on the boss i fight, if its a cloth wearing boss i will use hit/hp food and for melee bosses i use expertise/hp good, same thing with pots/flasks
spec
Talent Calculator - World of Warcraft
yes, i know a enhancement shammy can give you the 20% speed increase but there always is not an enhancement shammy availible
this spec i hold great threat, i dont really have a problem with single target threat(as a matter of fact i can peel aggro off warriors and prot pallys) and keeping aoe threat off healers, however it is a bit difficult holding "snap aggro" from mobs that are being aoe'd down
was thinking about going
Talent Calculator - World of Warcraft
its 5/36/30
does anyone know if this will give a significant threat increase to aoe targets while still maintaining good survivability?
seeing as how the only thing after unbreakable armor that is for survival is acclimation
if any would like to check my armory i will try to log out in tank gear, im currently dps spec dw 0/32/39 so all my stats probably wont show up correctly
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01/10/09, 5:43 PM
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#1821
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Piston Honda
Human Warlock
Frostmane (EU)
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Originally Posted by Kalle
I actually had a look at the different gearsets that are (according to my research) optimal with the current itemisation. I computed a gain of ~69 dps (or 1.30%) if you need 3% less hit.
As you already said, the only other place you could spend the affliction talent points is (if not threat-capped) fel concentration. Because of lacking an estimate of fel concentration's worth I will simply assume that it cancels with the reduced mana cost you also get from supression and concentrate on destruction talents ;-)
Candidates for the additional points in the destruction tree are isb and molten core (and maybe eradication if you didn't take 3 points there).
Eradication:
There seems to be some dispute on what is the correct way to calculate the time between procs. I'll use iCD+dt*(1/p -1), where dt is the time between corruption ticks and p the procchance. So:
1/3 2.35% increased casting speed
2/3 3.44% increased casting speed
3/3 4.21% increased casting speed
As eradication is multiplicative with haste and reduced casting time results in more time to cast your filler spell, that's an increase of 2.35/3.44/4.21% of your filler dps. According to simulationcraft, filler dps (= sb+ds) is 45% of your total dps, so we're looking at an overall increase of 1.06/1.55/1.89%
ISB:
Well, that's difficult. It's quite likely that you cannot cast four sbs before the debuff expires. That's why I'll again use data from simulationcraft: With 40.8% destro crit, it computes that 72% of the spells benefit from isb. So we have an increase of 1.44% of your direct shodow damage (= sb+haunt) per point. Direct shadow damage is (using simcraft results again) 31% of your total dps, so we get an overall increase of 0.45% per talent point. But since from 25% HP you don't cast sbs anymore (ignoring nightfall), we have to multiply with ~0.79 (according to our latest wws it took 79% of the length of the fight to get patchwerk to 25% HP) and get 0.35%.
Molten Core:
We can't use the same formula as with eradication because as mc's internal CD is shorter than the duration of the buff (it has no CD), it can proc again before the old buff has expired. At any point in time, the chance that the debuff is up is equal to the chance that there was at least one proc in the last 12s. So we need to know the (average) amount of effects in 12s that can proc mc. This time I use results from the "Dots and you"-thread. It states that you can cast 15.26 sbs per minute in addition to recasting DoTs+haunt. So that's approx. 30 CoA ticks, 20 corruption ticks, 20 UA ticks, 20 siphon life ticks, ~6 haunts and 15.26 sbs per minute, or 22.25 shadow damage effects in 12s. I assume immolate is casted only before 25% HP because thats what simcraft does by default and I don't know if drain soul procs mc. MC uptime:
1/3 1-0.95^22.25 = 68.02%
2/3 1-0.9^22.25 = 90.41%
3/3 1-0.85^22.25 = 97.31%
Using simcraft again, immolate (glyphed, but not using it <25% HP) is 6% of your total dps, so we get an overall increase of 0.41/0.54/0.58%.
I'll call the dps you do with this spec 'base_dps'. It has eight points left which can be distributed between isb, mc, cataclysm and eradication (which already has one). I call the number of points in mc 'm', in isb 'i' and in cataclysm 'c'. The dps will be (ignoring reduction of mana cost from cataclysm):
dps = base_dps*[1+c*0.013/3]*[1+i*0.0035]*[1+(m>2)?0.0058  m>1)?0.0054  m>0)?0.0041:0]*[1+(8-c-i-m>2)?0.0189  8-c-i-m>1)?0.0155  8-c-i-m>0)?0.0106:0]
using the ternary conditional operator a?b:c, that evaluates to b if a is true and to c if a is false (sorry, can't think of a better way to write this). I get the maximum dps with 1/3 molten core, 2/5 isb, 3/3 cataclysm and 2/3 eradication.
Feel free to point out all the errors/bad assumptions I've made. The differences to the previous posts seems to be caused by different mc&isb uptimes.
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Thank you for your math (and proving my point), It is greatly appreciated. I'm not sure if it is 100% correct, but anyway, great job!
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01/10/09, 6:03 PM
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#1822
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Von Kaiser
Blood Elf Paladin
Illidan
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If this has been posted before I apologize, but I don't have the motivation to read through 66 pages of posts to make sure.
The Ret model still shows us needing 9% hit to be capped. In the Ret paladin thread in the Paladin forums it's pretty much set in stone that our hit cap is now 8%. People have run tests with over 10,000 melee attacks and the results point to something like a 99.99% probability of 8% being our miss rate with no hit gear. The 3% ghost hit from our old hit talent however was hotfixed by Blizzard so that point of contention is now gone.
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01/10/09, 7:23 PM
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#1823
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Glass Joe
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Thank you both for ALL the help.
I appreciate people taking the time out of their day to help others on these forums. Truly what makes this place so great! 
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01/11/09, 1:39 AM
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#1824
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Glass Joe
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Im noob to tank

Originally Posted by Boevis
Being specced for KotJ, I time Barkskin with Enrage to partly offset the loss in armor on a few bosses. Malygos and Sartharion I use Barkskin on Breaths (alternating as many cooldowns as possible with my healers for S+3). On KT I save barkskin for possible Iceblocks, Pre-web wrap on Maexxna, Enraged Grand Widow, Loatheb's Dooms, and I can take a 6th Mark if necessary on 4H. Basically, if a fight has a high Burst Damage ability that you can accurately use Barkskin to diminish (be it a cast time ability, or simply known from Bigwigs/DBM timers) you should do so, simply using it every cooldown can result in a wipe if you're ignoring a big burst (I can't stress the use of it on KT's Iceblocks enough if your melee are idiots) and many of these abilities occur close to 1m timer anyway (Doom, Marks, Enrage) , so once you get used to using Barkskin to get through the first one, using it on cooldown after that practically guarantees you'll get the rest of the abilities.
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I have alway played Feral Dps. Recently a end raid guild asked me to be in their guild becuase they needed another tank and he likes Feral tanks. I havent had the fortune of 10 man Nax or 25 man Nax yet becuase I am working on gearing my Tank and learning how to use it. I will print your info for later use and I appriciate the answer.
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01/11/09, 2:16 AM
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#1825
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Glass Joe
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Feral Tank Threat
Does anyone no the numbers for threat between Maul, Mangle, and Lacerate? Is Maul efficiant in threat when there is only one target rather than two.
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