Reading first post i noticed the counter to the 1.41-1.5 speed not lowering dps is testing based on identical speeds weapon. Problem with that counter is that both weapons go below 1.5 at same time which does not change anything really. Very interesting would be to see something like 1.45/1.55 vs 1.55/1.45 vs 1.55/1.55 comparisons in that matter imo. No random haste effects (including Mongoose if possible) , just flurry (i know its somewhat random :P).
I know this might take a bit of testing, but I currently have ~10% haste rating and a DST. When I am flurried + DST is procced, I sit at 1.54/1.42 weapon speeds (2.8, 2.6 base). I could try doing some testing on blasted lands mobs but it might be difficult since I have double mongoose as well. Any suggestions for amount of time spent dps'ing to get conclusive results?
It has a proc, "Chance on hit to increase your attack power by 160 for 10 sec". How often does it proc? Even i am still at least a month away from it myself, would be useful to know how good this ring will be - spend DKP on other rings or not.
It has a proc, "Chance on hit to increase your attack power by 160 for 10 sec". How often does it proc? Even i am still at least a month away from it myself, would be useful to know how good this ring will be - spend DKP on other rings or not.
I'm still 11k away
I know Forte have exalted members so maybe someone in that guild could tell us.
I might have it next Tuesday, depending on how much the patch improves reputation gain in the zone, but most likely it'll be a week from then. I need like 4850 I think. I'll try to post when I get it if somebody else hasn't by then.
I might have it next Tuesday, depending on how much the patch improves reputation gain in the zone, but most likely it'll be a week from then. I need like 4850 I think. I'll try to post when I get it if somebody else hasn't by then.
I was under the impression the rep gain would be the same as it is now, just with the rep split between the trash and bosses rather than just the bosses.
Is the patch coming this week or is that just speculation?
I'm pretty sure the rep gain will increase at least slightly. Something around 4k total for a clear without any wipes is what I remember guild mates quoting me.
And yeah it certainly appears that the patch will be coming this Tuesday. They took the test server down recently and CM's seem to have confirmed it'll be out Tuesday. But with this patch, who knows for sure? =p
On the Procs with/without internal cooldowns thread they say the exalted ring's proc lasts actually 15 seconds and has a 60 second internal cooldown. Maybe they will fix it in tooltip or duration to match them.
Edit: yes it can be swapped for 75 gold at exalted.
Where do I find proof on the "WF enchant for both weapons > any combination that uses any other weapon enchant"-thing stated in the summary post?
This guy on a german board says, that any other enchant on the offhand is better than wf, yes he claims that even no enchant on the oh would beat wf. He backs it up with some numbers, but I'm not really into the whole thing and I dont understand his math.
So I'm curious on where those facts from page one come from. For whoever is interested and understands some german, his numbers on wf weapon can be found here: ttp://wowforum.gamona.de/showthread.php?t=94593
Edit: I followed some of the FT links and do believe now, that most of the data on how WF imbue on the offhand affects the total damage outcome comes from simulations, am I correct on that? But where is the flaw on the theory that german dude made, where is his mistake? I suppose some of you guys here are capable of understanding the math and the german language.
I do not understand german, but what is his AP and crit vs Spell damage in his long post? For WF dps and speed are important as well.Also how does he use WF proc rate? Steady over time or each time when cooldown over? And what is it?
What do u think about this dagger in offhand AFTER 2.3 patch?
Please read the first post in this thread. There is a section specifically devoted to the 2.3 patch and a fast offhand. There are links to 4 posts which discuss this topic as well.
Please read the first post in this thread. There is a section specifically devoted to the 2.3 patch and a fast offhand. There are links to 4 posts which discuss this topic as well.
Thats posts not discuss that weapon, but what we know - after 2.3 fast offhand with FT will be as good as slow with WF. I think that weapon in offhand with FT in 2.3 will be better because it will benefit a large bonus for FT and shocks and will not loose much damage because offhand dps halves.
Also I didn't see in thats posts a little feature about better ppm from mongoose with fast offhand because it have MH chance ppm but faster then MH
I'm assuming you want your sim to be as accurate as possible so when it's producing nonsensical values you should want to fix that right? You've also mentioned the value of crit on procs before but I'm sure you're aware that the slight increase in flurry uptime a few percent of crit will add is not going to double or triple proc uptime.
Sure. Something is wrong with simulation of some of the trinkets - their uptime is not matching what is seen in game. The only reason being - ppm's that I used to model it were recorded by someone in raid environment with buffs and special attacks. I don't know who was that person (roque, shaman, war...?) so it is quite difficult to get "base" ppm of the trinket (that can be achieved by warrior with 2-hander without talents in flurry and without special attacks). So if you point to trinket that is definetly way off (DST) I hope that someone will post its "native" ppm that I will be happy to use. If you are willing to provide uptime - it is possible to get "native" ppm out of it with a series of uptimes corresponding to different crit levels (2 at least).
RE: armor
I use
Mitigation = 11960.0/(Math.max(Armor,0)+11960)
, assuming that boss is level 73. Damage is multiplied by Mitigation after that.
4400 is default value armor that boss has after all penetration affects - you have to change for each fight depending on boss. Why 4400? I saw someone's post that they fought boss with 7000 armor and had 3 debuffs: Sunder (5), Faerie Fire, Curse of Recklessness that brought Armor down to 4400.
Using Yo's simulator, I get an AEP value of 2.01 for hit rating. If I uncheck the Dragonspine Trophy box, hit rating becomes 1.77. If I uncheck Dragonstrike, I get 1.87. Without both, 1.62. Seems like the value of +hit is highly correlated to whether you have these two items, something I've always suspected, but couldn't support (switching between my AP set and my +hit set was fairly inconclusive). Has anyone had any similar results?
I realise the PPM aren't exactly right and the results aren't conclusive, so I'm pretty curious if anyone has any thoughts on this ---especially from experience.
If you were dead set on using FT on your offhand, you'd want the fastest weapon possible to get the maximum payoff on your spell damage. Using FT doesn't change the fact spell damage is a really horribly way to add to your enhancement damage.
Where do I find proof on the "WF enchant for both weapons > any combination that uses any other weapon enchant"-thing stated in the summary post?
This guy on a german board says, that any other enchant on the offhand is better than wf, yes he claims that even no enchant on the oh would beat wf. He backs it up with some numbers, but I'm not really into the whole thing and I dont understand his math.
So I'm curious on where those facts from page one come from. For whoever is interested and understands some german, his numbers on wf weapon can be found here: ttp://wowforum.gamona.de/showthread.php?t=94593
Edit: I followed some of the FT links and do believe now, that most of the data on how WF imbue on the offhand affects the total damage outcome comes from simulations, am I correct on that? But where is the flaw on the theory that german dude made, where is his mistake? I suppose some of you guys here are capable of understanding the math and the german language.
I can't figure out how to register there, and use an english to german translator, though I'd love to. Apparently no one over there has figured out that your proc rate when dual wielding wf imbued weapons goes up to 36% outside the 3 second cooldown.
Without that increase, yes, other imbues are better. With it, they don't come close (though they will after the talent patch).
Edit - i registered and tried to write a simple response. I have no idea how good the translation is. Also, after posting, I saw that the thread is relatively stale, so it may not matter anyway.
Sure. Something is wrong with simulation of some of the trinkets - their uptime is not matching what is seen in game. The only reason being - ppm's that I used to model it were recorded by someone in raid environment with buffs and special attacks. I don't know who was that person (roque, shaman, war...?) so it is quite difficult to get "base" ppm of the trinket (that can be achieved by warrior with 2-hander without talents in flurry and without special attacks). So if you point to trinket that is definetly way off (DST) I hope that someone will post its "native" ppm that I will be happy to use. If you are willing to provide uptime - it is possible to get "native" ppm out of it with a series of uptimes corresponding to different crit levels (2 at least).
You may want so check out this post: http://elitistjerks.com/480092-post121.html as well as the thread it's contained in. From skimming it basically testing is showing that things like flurry, passive haste and haste procs do not increase the proc rates on ppm items(other than some pre-bc enchants, including crusader). The only thing that does appear to boost them is just using more special attacks. This should mean flurry uptime has little to no bearing on proc item uptimes.
As for native ppm, nobody really knows since Blizzard doesn't make that information available. Your best bet is probably to just tweak your sim ppm values until it gives results that are close to what is seen in game. If I get some time I'll try just auto-attacking for an extended period of time to record some ppms that are unaffected by special attacks.
On an unrelated note I noticed something strange in the sim, it takes +9 hit to cap out WF on misses which is fairly close to the current thinking on +3 mobs. It only takes +5 to cap out Stormstrike though, is there a reason for this?
On an unrelated note I noticed something strange in the sim, it takes +9 hit to cap out WF on misses which is fairly close to the current thinking on +3 mobs. It only takes +5 to cap out Stormstrike though, is there a reason for this?
SS is not taking into account weapon skill difference in my sim because both strikes land simultaniously (unique mechanic) and I don't know wich hand's weapon skill is responsible for calculating miss (for example you are an ork and have an axe in MH and mace in OH - what chance to miss with SS will it be?). So sim uses flat 5% miss. Maybe Blizz uses average or minimum or max, I don't know.
Regarding ppms... Thank you for the link.
I will change most item procs according to it (except for ashtongue, crusader, hourglass and tsunami that use different mechanic)
However some BC item's ppms are modified by haste as is shown on the graph from that thread: http://elitistjerks.com/472025-post99.html