- Regular auto-attack swings (and auto shot?) use a single roll to determine miss/dodge/parry/block/glance/crit/hit (i.e. 5% crit means you crit 5% of all attacks). Special attacks (and possibly spells?) use at least two rolls, one or more of which determine miss/dodge/parry/block/other, and one of which determines crit/hit.
I know the two-roll system has been proven to be the case for rogues, but I don't think it's ever been proven for any other class.
I'm 100% positive I'm unable to chaincast scorches without getting spell not ready errors.
This does not mean your global cooldown is not being lowered. I re-tested this with a guild mage an hour ago using scorch and the GCD is absolutely, positively being lowered under the influence of Bloodlust. It is possible however unlikely that Heroism is not performing this correctly.
For me it's really hard to test if the GCD is getting shorter as I hit the next scorch with my /stopcasting macro when the GCD is up. And I only get heroism once in a long while, wtb more shamans ;p
As for magse and hit, hit gems are the best DPS for you until you're capped. However with some epic gear if you socket all your gear with hit gems you'll go WAY above the cap, so don't blindly socket everything with hit. But if you're not capped, hit is the best DPS increase per item budget for a mage, like said on the original post.
Also I find 1 X stat = 1.5 Y stat etc much more useful than "1 hit rating is better than 1 spell damage". The breakpoint is a lot more meaningful, however obviously the exact breakpoint depends on personal gear/spec, especially when the gear/spec are significantly different.
I know the two-roll system has been proven to be the case for rogues, but I don't think it's ever been proven for any other class.
Although it may not be sufficiently proven for this thread, it seems highly likely that this is the case for Shamans' WF and SS attacks, but not WF Totem procs. I don't think there has been a lot of interest in investigating this since we are assuming it works the same way. (SS, for example, works basically the same as Mutilate.)
I seem to recall a recent thread about 1h % to hit and it was something of the order of 5% and not 8.6%. The result from the thread was that 1h % to hit wasn't the same as 2h % to hit.
I seem to recall a recent thread about 1h % to hit and it was something of the order of 5% and not 8.6%. The result from the thread was that 1h % to hit wasn't the same as 2h % to hit.
Mage
- 10/48/3 is the best PVE raw damage spec until at least 2 piece Tier 5 (and maybe even then), but Frost maintains the best control and survivability in non-raid situations (grinding and instances).
Err, Moogle, it seems that on the link you provided for the template, there is one point left (so it's a 10/47/3). Is it a mistake or because you can put it anywhere you want ?
Err, Moogle, it seems that on the link you provided for the template, there is one point left (so it's a 10/47/3). Is it a mistake or because you can put it anywhere you want ?
Because the point can go anywhere. There are a few options on where the last point can go, but nothing DPS related.
"Windfury Totem (the totem) does not have any of the cooldown issues that Windfury Weapon does. Its procs do generate rage and threat for warriors and it will proc off of special attacks (yellow damage)."
Just curious if this has been tested? I talked to a shaman that said the 3s cooldown is on the totem too. Also are WF attacks affected by the DW miss penalty?
"Windfury Totem (the totem) does not have any of the cooldown issues that Windfury Weapon does. Its procs do generate rage and threat for warriors and it will proc off of special attacks (yellow damage)."
Just curious if this has been tested? I talked to a shaman that said the 3s cooldown is on the totem too. Also are WF attacks affected by the DW miss penalty?
This has been Very Well Tested. WF's internal 3 second cooldown is ONLY for weapon. That's why it's listed as one of the canon rules here. It's not up there unless it's a bonafide 'known' unless otherwise stated.
23:40:55> [Illidan Stormrage's] [Shear] was blocked by [Castille].
However the hasted speed is quite a meaningless number as what you really care is how much faster you're attacking, not how much time between your attacks. So leaving haste as "increases speed by 20%" is actually much easier to translate to a DPS increase - much easier than looking at the change in weapon speed.
Since it seems to be making a comeback, it should probably be listed here as well.
Weapon specializations that add crit % (axe/dagger/fist) only effect the hand(s) for which you have a weapon of that type equipped. Even though the character sheet shows 5% additional crit when a(n) axe/dagger/fist is equipped in the MH, your OH will not receive that crit bonus with a weapon of another type equipped.
That's not universally true. There are cases where the hasted attack speed is more interesting than the amount that it's hasted (does that make sense?). For example, virtually all discussions of hunter mechanics center around what the hasted attack speed is, not what the haste coefficient is. It is valuable to have the haste -> speed formula listed.
However the hasted speed is quite a meaningless number as what you really care is how much faster you're attacking, not how much time between your attacks. So leaving haste as "increases speed by 20%" is actually much easier to translate to a DPS increase - much easier than looking at the change in weapon speed.
If all you're interested in is the 'amount' of haste you're receiving than all you need to do is cut off the first part of that equation to read:
Right, with a hunter there's a difference, but I keep seeing warriors/rogues struggling to calculate their effective weapon speed, which is completely pointless ;p
Right, with a hunter there's a difference, but I keep seeing warriors/rogues struggling to calculate their effective weapon speed, which is completely pointless ;p
Well, at some point it is incumbent upon the user to understand what and why they are calculating something. You can't really spoon feed everyone all the time.
Right, with a hunter there's a difference, but I keep seeing warriors/rogues struggling to calculate their effective weapon speed, which is completely pointless ;p
Completely? Look at the "How does flurry work" thread.
As for the assumption that every raiding affliction warlock should have Imp. Lifetap, I strongly disagree. If you're deep affliction, you rely on dark pact, NOT on lifetap to get mana back. Lifetapping means you require healing/lose gcds using pots. As far as I'm concerned, lifetap just wastes gcd's and time that can be spent recasting dots, and I believe affliction locks only use it when they absolutely need mana that dark pacting can't provide at that particular moment. So putting 2 talent points in a talent used rarely is a bit wasteful, at least for dark pacting warlocks.
Lifetap makes the best use out of what would otherwise be overhealing with Siphon Life. In our raids, our healers know not to bother with an affliction warlock who is only down 1 lifetap worth of health. You can weave Lifetaps into your Dark Pact/Dot/SB spam cycles such that you're never down more than 1 Lifetap worth of health and you're pretty much able to sustain constant use of the GCD indefinitely.
Dark Pact is not enough by itself to keep up with a warlock's mana usage. The pet simply doesn't regenerate enough mana. Lifetap with Siphon Life (which you should be using as a warlock anyways, see theorycrafting on Siphon Life dmg / GCD) provides effectively infinite resources. Dark Pact vs. Life Tap w/ Improved Life Tap regenerates almost the exact same amount of mana, and both use the GCD, so to say that Life Tap wastes the GCD is highly inaccurate.
Where did the figure for 102.7% avoidance to be immune to crushing blows come from? I was under the impression it was 102.4% (Adding .6% for Block/Dodge/Parry/Miss due to Weapon Skill/Defense)
[edit] Damn, I missed a post about this above. However, the question hasn't been answered.
I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
Where did the figure for 102.4% avoidance to be immune to crushing blows come from?
Your character sheet shows values against level 70 mobs. Bosses are considered level 73, so they have an additional 0.6% chance to "not miss", "not be dodged", "not be parried", and "not be blocked". Those all together need to be covered by an extra 2.4% to completely push off crushing blows, so you get your 100% + the 2.4% margin for the level difference, for 102.4% total.