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Moonkin DPS Calculator?
Anyone know of a Moonkin DPS spreadsheet that will simulate the DPS and allow you to try out the effects of different kit?
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Respec.
I kid, I kid. I doubt you're going to find one, I know I haven't seen one posted here. Moonkin is up there with retadin with raid uselessness and maligned offspec. There's a reason why people don't make dps spreadsheets for moonkins and there's a reason why macs are "safe". I'm pretty sure it's the same reason. A little side note, I grouped with a moonkin who thought a good way to CC mobs in steamvaults was to nuke the shit out of it and let it beat on him. Only reason I point this out is because this seems to be the norm for people that play moonkin. |
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Making one up or taking a while to find one because they're so rare would actually prove my point.
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Also, the definition of "good dps" varies wildly, seeing that the accusations are coming from a class that is usually regarded as the best DPS'er at the moment, it'd be easy to state that no other classes should be even considered as DPS'ers. I'm nearing the final results atm. |
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I think the balance tree is still a work in progress. We still have our mana-for-melee mechanic (which, admittedly, could have theoretically almost been useful in some cases depending on how many hoops you were willing to jump through, before the age of 360 cleaves).
I would love to see a balance DPS spreadsheet. Without unearthing all the mathematics I and others have done, I think it's been adequately proven that balance druids *can* do respectable dps if geared and played properly, we are just hamstrung by aggro and mana. I'm not sure what I think on the issue of utility. There's the usual utility any druid brings, plus the ability to pinch-heal if necessary (much better than a feral druid in feral gear). What would need to be done to the balance tree to make it viable in terms of utility? Imp FF +hit to spells as well as physical, maybe improved moonkin aura? |
Although it's a teeny niche, Moonkin can't be hexed and they have decent armor. I don't think it goes to far in actual utility, but perhaps something in that vein could give them more use?
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I think 5% crit, 3% physical DPS and 2% boss miss is a decent utility.
5% crit for a group is very powerful for almost any caster in game. Paladins gain excellent healing efficiency and troughput bonus from it (not that they'd need it), Mages gain just pure damage, priests / shamans gain more +healing and uptime for their armorbuff, Destuction Warlocks gain also nice benefits due to ISB. Ofcourse, utility is always debatable. But to the results. As I've got no desire to take to burden of sharing this, so I'll publish this as a Google doc. Benefit being that you can all see it in your browser, bad thing is that it's static and that you can't see the formulae. All numbers should be clearly visible though, so you should be able to check most obvious formulae with a calculator easily. http://spreadsheets.google.com/pub?k...C9dRDam2H382RQ Also, following things are assumed: 0 lag no partial resists +850dmg, including consumables etc 600int raidbuffed 220crit rating 100 hitrating Gear combination which allows such numbers should be available in game and doesn't need raid-drops outside of maybe Karazhan. If anyone likes to get the excel version, toss me a PM. This is by no means designed to be the final ruling or even very accurate spreadsheet, don't count on it too much, but critique is always welcome. |
Thanks for the spreadsheet, those are some pretty impressive numbers overall I think.
One thing is that it's very difficult to measure the benefit of nature's grace. There's debate over whether nature's grace actually reduces the global cooldown on wrath. To me it certainly FEELS a lot faster when you get chains of crits on wrath, but some people still insist that it doesn't let you cast it any faster. |
Overall Balance could use some tweaking, the main points being mana and aggro as mentioned here and in previous threads as well. Currently 34/0/27 (or 33/0/28 if you want to go to the extreme) is a much better raid spec, but it's of course primarily a healing spec.
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In theoretical ideal conditions with no lag Nature's Grace provides no benefit while spamming Wrath. Getting a NG proc doesn't reduce the length of GCD. In practice with some lag it's a bit different. Global cooldown is client side and starts the moment you press your cast button. If the cast is 1.5 seconds, you can only start casting your next spell after your client gets the information that the previous spell was finished. Now if the cast is only 1 second, your client gets the "spell finished" information before the client side global cooldown is finished, effectively allowing you to start casting the next spell a bit earlier. For sustained raid DPS Wrath is rather irrelevant because Starfire is much more mana efficient. And sorry, a bit offtopic, but: Quote:
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I'm not sure how often you would want to cast wrath in a raid environment anyway. Without the benefit of a warlock curse you'd get hit pretty hard by partial resists, unless you were stacked on penetration. As for a NG'd wrath, it *does* cast faster, the problem is just that you have to then wait for the global cooldown for .5 seconds afterwards, so it's still effectively a 1.5 second cast. Useful in pvp to get the cast out sooner, I suppose, but I think you'd be better served winding up a 2.5 second starfire in a raid environment. There're also the mana issues associated with the two spells.
EDIT: What BByte said. |
Along with mana and aggro issues, the balance tree could use some real organization and condensation. "Full" moonkin have very few points to put into a secondary tree, synergy issues aside.
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