THEORYCRAFT RESULTS WHOA
Hey, the sky isn't falling. I went ahead and assumed a 10% proc rate for our new MSD friend, and 0 ms casting latency thanks to blizzard's fix. Ok the scaling might help that out a lot. Anyway, I went ahead and did some comparisons using my new module. I'll be releasing a spreadsheet update too, but the spreadsheet is still limited to the "Patchwerk scenario", for the most part. Programatic approach tells the whole story. I'll have these calculations visible before too long.
Ok, how did I build this? Basically I included everything, shaman totems, bloodlust, etc. I did NOT include malediction. I DID include Molten Fury, and furthermor assumed that Bloodlust is popped during Molten Fury. I also assumed bloodlust would stack against arcane power and water elemental. Realistic, I think. For arcane damage, I added 72 spell damage, to represent the amount of spell damage you might gain for dropping hit gear. This number was derived by theoretically dropping 8 hit gems (64 hit rating) and replacing them with 8 spell damage gems (at 9 damage each). Guess this would be even better in BT gear? Hmm.
Anyway, I finally got around to making a complete calculation, which means everything included. Not just the extra buffs Bloodlust and Molten Fury, but also options for interruption, pushback, and target switching.
So the theorycraft simulations are not just stand still and spam fireball for 6 minutes, they account for scorching, buff ramping, timer effects, etc. I assumed there was a second fire mage to help with scorching, fairly common. This doesn't mean "scorch bitch" (a concept which is inherently retarded), this means help, as in the debuff goes up twice as fast. Awesome. No such luck for our poor frost simulation, though. He has to stack Winter's Chill on his own.
So how does our "Patchwerk scenario" look? Meaning standing still and doing your spells and scorches for 5 minutes. Pretty much like this:
Fire | fire1: 1821.98
Frost | frost1: 1837.29
Arcane | arcane1: 1651.97
Yeah, that's a big WTF. Apparently if the water elemental actually stays alive, and you never have to move or deal with pushback, frost fucking owns. Actually isn't a huge shock, considering how often the water elemental actually stays alive... so let's assume he dies about half the time, for starters. But we want to make this look even more realistic. So let's add some more encounter effects.
The first is simple enough: interruption. Not like a counterspell, but something that forces you to cancel a cast and move. Al'ar makes a flame patch and you need to go
right fucking now. Sucks that you had 2 seconds on that frostbolt, wasted time there. Or in the case of AM, wasted mana, since you fire bolts at every second. Ok, cool, let's say there's an interruption every... 45 seconds. So to account for interrupt I added 3 seconds of downtime for moving, and half of the spell's casting time to represent the average lost casting time. This hurts fireball the most, because it has the most potential to lose casting time.
Fire | fire1: 1664.28
Frost | frost1: 1612.92
Arcane | arcane1: 1527.78
Ok, so it's counting the 3 seconds downtime as dps time, so we're looking at a reduction around the board. Fire gets hit the most, arcane gets hit the least.
Now let's throw in pushback. Say you get hit maybe 5 times for the ecounter... or once every 60 seconds. Pushback reduces your channel bar by 1 second, so it has a slightly lesser effect on fast spells like scorch. Frost has no pushback resistance at all, and arcane is flat out unaffected. This is the result:
Fire | fire1: 1652.48
Frost | frost1: 1598.76
Arcane | arcane1: 1527.78
Ok, last thing is target switching. Say it's add time, you have to kill adds. Great. Fire needs to ramp scorch, frost needs to ramp WC, arcane can just nuke away at full potential. So let's say you switch targets 6 times during the fight. This is how it looks:
Fire | fire1: 1631.65
Frost | frost1: 1589.72
Arcane | arcane1: 1527.78
Ok, so fire is basically still dominating these numbers. If you count malediction for arcane spec, the nice 2.7% damage increase brings it up to 1568. Still less than frost.
So I was wrong, the sky has, in fact, fallen.
This was taken for around 1200 spell damage, if you drop down to about 1000 it's a little more even and you can justify arcane spec for encounters with a lot of interruption, switching, or pushback. Overall though fire just scales too well. The only thing I haven't considered is mixing in blast spamming, which could be considerably better with zero latency. I doubt a mana dump will make up for it, but you never know. Time to start buying Flamecaps.