I specced resto for some PvP, so you wouldn't be able to see anyway. My gear is t4/t5 indeed, with a few items from t6. Bracers from Supremus, class trinket, boots, just little bits and pieces. We farm t6 content, so I'm getting gear fast.
As for gems, I think I went a little too nuts on the +8 crit and +10 crit gems. Oh and I have one hit gem, need to replace that one when I get around it :P and yes the gemming in my chest is horrible, but I was kind of waiting for an upgrade, in retrospective I should just regem that a little.
I logged out in my Enhancement gear and spec, so you can see as the armory just updated my page. Hopefully. Mind you the stats will be a little off, as I can't dual wield and I think I was a little drunk when I last checked my stats as Enhancement :P.
Anyway, does anyone have a number to put on how much DPS the proc on [Dragonmaw] is worth?
By making your blues str/stam, and the yellows all 5 crit/str (assuming your guild is low on spinels like everyone else) you can gain what, 80 ap? Thats a pretty decent boost.
**EDIT** Found some Info... running my own numbers.... **EDIT**
Heyas, I have run a search for this... and I hope I have not overlooked it, but I am curious as to how Darkmoon Card:Crusade may be worth a little bit more (if and when) we get the attack power > spell damage changes. Granted this is all in theory right now with the prospective 30% conversion making flame tongue offhand on a fast weapon a potentially viable.
Equip: Each time you deal melee damage to an opponent, you gain 6 attack power for the next 10 sec., stacking up to 20 times. Each time you land a harmful spell on an opponent, you gain 8 spell damage for the next 10 sec., stacking up to 10 times.
From waht I understand FT Imbue will proc the spell side of the trinket... which should stack quickly to the 80 spell damage (**edit ignore this i am dumb**. In addition to the 120 attack power when the melee side stacks (30% of 120ap = 36 spell damage). For a potential of 116 total spell damage bonus.
Does anyone know the % benifit our shocks get from spell damage, as well as the % thats FT Imbue would recieve? I would looks these up, but am "working" so I cant surf to much.
This + the changes to ?mental quickness? for the 60% mana reduction to our shocks after melee crits just gets my brain turning....
regardless I am still getting my Merc Gla 2.6 for my offhand today
** EDIT 2 **
From 08/05/07, 4:02 PM Post #1101 Disquette
As for the AP bonses and its scaling, consider the following:
100 increase to AP used on OH FT:
100 * 30% * 10% = 3 dmg per swing.
3 dmg * 86% = 2.58 (resist rate, mitigated 3% by nature's guidance)
2.58 * 1.09 = 2.81 (full stack of improved scorch debuff)
2.81 * 1.1 = 3.09 (Curse of elements)
3.09 * 1.05 = 3.25 (5% spell crit rate)
3.25 * 1.15 = 3.74 (elemental weapons)
Soooo.... for the card only....
120 increase to AP + 80 spell damage used on OH FT:
(120 * 30% + 80sp.d) * 10% = 11.6 dmg per swing.
11.6 dmg * 86% = 9.976 (resist rate, mitigated 3% by nature's guidance)
9.976 * 1.09 = 10.87 (full stack of improved scorch debuff)
10.87 * 1.1 = 11.96 (Curse of elements)
11.96 * 1.05 = 12.55 (5% spell crit rate)
12.55 * 1.15 = 14.44 (elemental weapons)
So.. 14.44 dmg/swing increase for FT.
Unless I have overlooked something... thats pretty decent.
Heyas, I have run a search for this... and I hope I have not overlooked it, but I am curious as to how Darkmoon Card:Crusade may be worth a little bit more (if and when) we get the attack power > spell damage changes. Granted this is all in theory right now with the prospective 30% conversion making flame tongue offhand on a fast weapon a potentially viable.
Equip: Each time you deal melee damage to an opponent, you gain 6 attack power for the next 10 sec., stacking up to 20 times. Each time you land a harmful spell on an opponent, you gain 8 spell damage for the next 10 sec., stacking up to 10 times.
From waht I understand FT Imbue will proc the spell side of the trinket... which should stack quickly to the 80 spell damage. In addition to the 120 attack power when the melee side stacks (30% of 120ap = 36 spell damage). For a potential of 116 total spell damage bonus.
Does anyone know the % benifit our shocks get from spell damage, as well as the % thats FT Imbue would recieve? I would looks these up, but am "working" so I cant surf to much.
This + the changes to ?mental quickness? for the 60% mana reduction to our shocks after melee crits just gets my brain turning....
regardless I am still getting my Merc Gla 2.6 for my offhand today
**EDIT** Found some Info... running my own numbers.... **EDIT**
Heyas, I have run a search for this... and I hope I have not overlooked it, but I am curious as to how Darkmoon Card:Crusade may be worth a little bit more (if and when) we get the attack power > spell damage changes. Granted this is all in theory right now with the prospective 30% conversion making flame tongue offhand on a fast weapon a potentially viable.
Equip: Each time you deal melee damage to an opponent, you gain 6 attack power for the next 10 sec., stacking up to 20 times. Each time you land a harmful spell on an opponent, you gain 8 spell damage for the next 10 sec., stacking up to 10 times.
From waht I understand FT Imbue will proc the spell side of the trinket... which should stack quickly to the 80 spell damage. In addition to the 120 attack power when the melee side stacks (30% of 120ap = 36 spell damage). For a potential of 116 total spell damage bonus.
Does anyone know the % benifit our shocks get from spell damage, as well as the % thats FT Imbue would recieve? I would looks these up, but am "working" so I cant surf to much.
This + the changes to ?mental quickness? for the 60% mana reduction to our shocks after melee crits just gets my brain turning....
regardless I am still getting my Merc Gla 2.6 for my offhand today
Flametongue procs don't proc the spell damage side of the trinket. There is a post already up about this 20ish? pages back.
Flametongue weapon does not proc the trinket, only shocks, lightning bolts and chain lightning. If one of your shocks is resisted the spell component of the trinket expires before you can shock again. I had this trinket and it is very rare to have it stacked up to 10.
Flametongue weapon does not proc the trinket, only shocks, lightning bolts and chain lightning. If one of your shocks is resisted the spell component of the trinket expires before you can shock again. I had this trinket and it is very rare to have it stacked up to 10.
Ahh I see that now... sorry, I was pulling info from the wow public forums (big mistake)... So getting the full 10 stack would be far more difficult (rank1 LB spam anyone... jk). I have edited my origional post based on Disquette's math from way back.
120 increase to AP + 80 spell damage used on OH FT:
(120 * 30% + 80sp.d) * 10% = 11.6 dmg per swing.
11.6 dmg * 86% = 9.976 (resist rate, mitigated 3% by nature's guidance)
9.976 * 1.09 = 10.87 (full stack of improved scorch debuff)
10.87 * 1.1 = 11.96 (Curse of elements)
11.96 * 1.05 = 12.55 (5% spell crit rate)
12.55 * 1.15 = 14.44 (elemental weapons)
So.. 14.44 dmg/swing increase for FT.
and about 31-32 damage to shocks (ONLY based on spell efficiency % from a couple posts up)
I'm having some difficulty wrapping my head around the AEP values provided in the OP for sockets. Everybody seems to be valuing sockets at 17.6 AEP, regardless of color. My problem with this is that you can't get the same value out of a blue socket that you can out of a red or yellow socket.
If we use the best possible rare gems as a base, and use our accepted AEP values, we end up with this:
Now, I realize that your mileage may vary on exact AEP, some of use Use Bold Living Ruby's, and some of use [Bold Crimson Spinel]; But the overall result should remain the same. There is no gem combination that fits a blue socket that will generate as much AEP as a red or yellow socket. What am I missing here??
*****************
Afterthought - Right about the time I was finishing my typing, getting ready to hit the 'Submit' button, I remembered that there is nothing stopping me from putting a [Bold Living Ruby] in that Blue Socket. I just won't get my bonus. I've decided to post anyway, afterall, I did do some math....
Yeah, that's what I realized as I posted... Now, I'm not a BT / Hyjal level Enh Shaman. I'm a Kara Shaman. Do those of you who raid Enh at the BT / Hyjal level need to run with max contribution gems to remain competitive on DPS charts?
Hi there, I am new to the forum and I have been reading this thread with much interest.
I noticed the debate regarding hit rate that you do not need to attempt to cap the limit as hit rate only effect the melee damage and not WF, SS. But although I understand that hit rate does not directly affect the windfury hit, but the original WF triggeriing attack surely is and if an attack misses, would that not be missing an opportunity for WF proc?
I currently have mid-kara gear with approx. 240 hit, 24% crit and 1200AP but is all this hit rate a waste? I do have a lot of hitrate gems.
I'm sorry if this has been talked about already but I could not find it as I did a search.
Thank you!
In order to get one extra WF proc from 1% +hit it would take an average of ~300 swings to get an extra WF proc since you would be gaining 1 extra attack per 100 swings and it takes on average 3 swings (because of the 36% proc rate when DWing WF). Assuming a 2.0 weapon speed with flurry and being perma flurried (from what I've seen when running shamulator you won't be perma flurried even with 35% crit rate but we will use it for the math) it would take on average 300 seconds to get a WF proc from that +1% hit, but that could be an MH or OH proc, and then when you do get that "proc" from hitting that extra 1% of the time you have to hope that it's then not blocked by the 3 second CD. Or you could get more crit and ap and not have to worry about all of this while still increasing both your white hits and yellow hits damage.
Thats why Crit/AP>hit in a nutshell. I'm sure someone could explain it better than I can but I don't see anyone attempting to (probably because they are tired of explaining it)
Just to keep you folks updated wit my latest project:
As I've written previously, I started a complete rewrite of my equipoptimizer in c++, since I ran into a few performance problems after adding some new functionality.
Besides that, the new version is between 6-10 times faster, even in this highly pre-alpha preview version, but it already includes the new BT gems and the previously missing meta gems. Gem-handling is not yet complete though, but will be soonish.
The Technology Preview uses an external garbage collector library by Hans Boehm/HP, TinyXML and the boost libraries (heavy use of the boost libraries).
After finishing the few missing basic functions, I will have to write an UI for it, obviously it should be platform-independent. Suggestions for an UI toolkit are welcomed
(And no QT is not a choice, due to the fact that the open source version does not support MS visual c++).
Ok, sorry to post this here but I just beat my head against the wall on the search engine and couldn't come up with anything. My second set of gear that I spec to weekly is an enhancement set for farm content and 5 man stuff.
My question is, I just got a Decapitator and I want to make sure that even with the general lack of stats other than the crit it is still better than Fool's Bane before I drop a mongoose on it? And again, sorry for having to ask this.
Also, a main hand gladiator weapon isn't a possibility for me, before anyone tells me to just grab that. It's been decided my elem spec is better for the team so my points are going towards that gear for the near future.
My hunch would be that the DPS increase is better, but I would recommend that you run YOs simulator and that would tell you pretty quickly which specs out better.
Afterthought - Right about the time I was finishing my typing, getting ready to hit the 'Submit' button, I remembered that there is nothing stopping me from putting a [Bold Living Ruby] in that Blue Socket. I just won't get my bonus. I've decided to post anyway, afterall, I did do some math....
On this note, the meta gem requirements for the 3% crit gem are generating a lot of stress for me... I have re socketed probably 5-6 gems in the same gear to get it to stay active and I keep finding myself dropping more 'useful' gems such as bold living rubies for nightseye. I would love to throw all rubies or maybe a few crit(+str) gems (to activate some bonuses) but I find myself compromising for the gem.
This is making me think about switching to the (pretty lame and sub-par) ap and run-speed gem. I am on my way out otherwise I would do the math, but is the 3% extra damage beneficial enough to warrant the hassle of activating it?
/castsequence reset=8/combat/alt Windfury Totem, Grace of Air Totem, Stormstrike
/castsequence reset=8/combat/alt Windfury Totem, Tranquil of Air Totem, Stormstrike
Lets do the math...
Cost of ES = 535 x .06 = 535 - 32.1(talented 6%) = 503
Windfury Totem = 325 x .75(talented) = 244 for 20% WF proc.
Cost of ES = 535 x .06 = 535 - 32.1 - = 503 (6% from talents) I know the math is funky.
GOA 310 mana x .75(talented) = 232 mana for 88 agility talented.
TOA .06% base mana x .75(talented) = (Can't log in ***** baggers) for 20% threat reduction.
All I am saying is that the crying over the "high" mana cost is pretty stupid which is usually coming from someone who is spamming SS and both shocks when they are up.
If the cost of the GOA totem and TOA totem + WF totem are a lot higher then the cost of a single shock that is fine. I don't have the math on ToA but lets use WF + GOA...
WF 224 mana + GOA 232 mana = 456 mana. That is LESS then the cost of one ES and I can almost guarantee that TOA will cost roughly the same. You just gave your group an extra 20% threat reduction (14% if you already have salvation) or 88 agility at the sacrafice of 1 shock every 10-12 seconds which can easily be resisted by a mob that has a base resist chance of 17% against us.
Using math some more (When you are using max damage rotations) which I am messy at...
ES math 17% chance to resist = 3% from talents = 14% resist rate (not counting partials because all bosses have a base resistance to every school of magic that are above our level I am going to the bar I will add that in later) that gives you 1 shock every 12 seconds (one of your shocks is likely to hit a global cooldown but I will give you the bene) for 658 to 692 Nature damage averaging 675 damage at a 5% chance to do double damage which = 709 damage over 12 seconds. Then factor in 14% resist rate = This turns into 610 damage every 12 seconds. THAT OMG this is getting epic! turns into 50 dps when divided by 12 seconds.
Moving on
hmmm give my ENTIRE group 14% threat reduction or 88 agility (not doing the math on agi... too many class differences) at the cost of 50 dps... And you might not even be able to use your shocks because the boss does not allow it, such as SSC and nature resist.
Can someone help me redo the math so it looks cleaner? I can do it in my head and with a calc but typing it out is a B. I will try to redo it after I had a few beers then it will look epic even then some!
This is mainly to get people to see that if you are going to spam... spam totem twisting and help out the raid
1 Shock every 12 seconds? I dunno about you, but my cooldown says 6 seconds. Interlacing ES and FS is a lot more DPS than what you've just accounted for.
As far as the "crying" and "omg this is epic" statements, leave that crap elsewhere please.
One thing to add to the calculations, minor though it may be, is that with Twisting you not only lose the mana costs of the totems, but you reset the global cooldown one additional tick. It's only 40 mana or so, but if you're calculating it out, why not.
*shrug* I totem twist a lot as well and it really does cost less mana by itself than shocking. I also tend to throw in an earth shock just before I stormstrike (since stormstrike has been used by then), and if I am getting low on mana for some weird reason I can just stop shocking or stop twisting. His complaint is that people are using "but it costs so much mana!" as an excuse not to totem twist, when really, it costs less. If it's less personal dps, that's a different (and much more valid) excuse to use.
My Earth Shock averages 785 damage (other classes sometimes eat SS charges) while my Flame shock averages 473 on the initial hit and ticks for 132 on average. So assuming a max damage rotation thats (785+473+(132*4))/12=148.83 repeating DPS. Then lets factor in SS damage since it's also part of the damage rotation and depending on the shaman could also have to be given up for totem twisting. I average 307 per hit or 614 for damage (since the average counts in both MH and OH hits). Now divide that by 10 and you get 61.4 DPS from that for a total DPS gain of 210.23333 at a cost of 535+500+250=1285mana per 12 seconds or 107.08 mana per second untalented. The cost is probably slightly off because I forget how much SS costs untalented and I'm currently not logged in. Also this DPS doesn't include resists or crits.
Now the cost of Totem Twisting is 325+310=635mana over 10 seconds, or 63.5 mana per second untalented. Granted most people take -25% to totem costs, but since I didn't include Mental Quickness or Convection in the other rotation I didn't think it fair to include the cost reducing talents here.
Of course these numbers are all hypothetical and ignore lag and the GCD which I'm sure you would run into. Given GCD and lag both numbers would go down slightly you would end up with WF sometimes falling off of people's weapons (even moreso on mobile fights where you might not be able to lay the totem when you need to to refresh it). Also I highly doubt you could sustain either of these at their max potential w/o JoW and BoW in addition to SR since the SS+shock rotation would eat up 38548 mana in a 6 minute fight, and Totem Twisting would eat up 22860 mana in a 6 minute fight.
Another thing is that I would lose 20% of my damage if I cut out the SS and shock rotation (would be more if i would remember to cast FS more). Also if you try to add in dps moves to totem twisting then you start having to juggle even more GCDs and start eating up more mana (assuming 250 mana for SS, adding just it into the 6 minute fight ups the total mana spent to 31860), and once the AP to Spell Power change goes live you will be losing even more DPS.
So in short, yes it can be good if you can support the mana that it costs, but your going to be either giving up a good chunk of DPS to do this, or have a pally keep JoW on the mob at all times (and you will be juggling GCDs and timers)
on totem twisting
if you are totem twisting you would losing an opportunity to chug a health/shrouding potion that would either save you in a tight aoe situation or make you lose dps due to being at the aggro roof more due to the fact that you need to constantly drink mana potions to maintain totem twisting unless your mana regen/total intelect/ap counterproductively high