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Old 11/14/07, 4:54 AM   #4801
LionsFist
Glass Joe
 
Orc Shaman
 
Aman'Thul
Originally Posted by Neithan View Post
Just from quick check, NG reduces spell resist by 3% but you only counted 2% in Enha/resto part.
17% spell resist rate for Ele/Enh, compared to 14% for Enh/Resto?

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Old 11/14/07, 5:01 AM   #4802
Neithan
Von Kaiser
 
Draenei Shaman
 
Draenor (EU)
Originally Posted by LionsFist View Post
17% spell resist rate for Ele/Enh, compared to 14% for Enh/Resto?

Point to be made about % of damage dealt by shaman through shocks:

Base ES damage: 658-692.
Base FlameS damage: 377(+422 DoT)
WCS: no raid buffs/16% resist rate.

Maybe just a typo, later corrected.

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Old 11/14/07, 5:29 AM   #4803
everwatch
Piston Honda
 
everwatch's Avatar
 
Night Elf Death Knight
 
Bronzebeard
Originally Posted by Neithan View Post
Im here with you Rob. Not in all fights you are in pure melee group. +10 yards tremor at Archimonde ftw

Edit: Morning spelling.
The dmg increase would be more than 1% and in addition to that you pick up survivability with -10% dmg from frost, fire, and nature dmg sources. I'm not sure of any particular fights excluding Archie where you really need the +10 yard totem range. And with mana not even being an issue anymore..... If a talent is being picked for one specific fight, it's time to rethink that pick.

Personally I'm only liking his spec idea because it inculdes Elemental Warding. There's a lot of fights I'd have lived through had I had that talent. The dps increase is just icing.

Only time I'm not in a pure melee group is in a 10 man, and then the totems don't really matter as much anyways. A caster can be within 20 yards of me. If your raid doesn't put 4 other melee with you as an enhancement shaman, then you're really kind of borked already. Not your fault of course, but still.


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Old 11/14/07, 5:35 AM   #4804
Neithan
Von Kaiser
 
Draenei Shaman
 
Draenor (EU)
10% dmg reduction on some nondispellable fire/frost/nature damage is really nice (liked it when I was ele specced).

Worth testing for sure.

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Old 11/14/07, 5:56 AM   #4805
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Tremor is 30yad range + 10talent.
Boss spell resist rate is 17%. Hit cap is 16%
I have tested 16/41/0 couple days and I have to redrop totems like madman. I miss extra range, rogues are mad, dps is worser. Double check facts before posting. We have seen plenty of maths about elem/ench. Only good thing about suicide spec is elemental warding and improved fire totems for hyjal trash AOE.

Edit: Never trust tooltip.

Last edited by Pitbuller : 11/14/07 at 12:05 PM.

Slow, slower, shaman weapon.

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Old 11/14/07, 6:03 AM   #4806
rava
sparks keep me warm
 
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Tauren Shaman
 
Turalyon
Totemic Mastery makes a difference. I think you take for granted how small 20 yards actually is, it's shock range. On any fight that requires movement ie: Rage, Azgalor, Archimonde, Gurtogg(if you are taking bloodboils), Mother, Council, p2 Illidan, and to a lesser eckstent Supremus the point in Totemic Master will be invaluable. Do you want to take the chance that your group misses a wf application and has to wait <5 seconds to get it back on their weapon? Sounds like a terrible idea and I'm sure them losing wf for even a few seconds will be a bigger loss in raid DPS than if you were to sub in resto.

You seem to be forgetting totemic focus as well. I think our last council kill I laid ~130 totems and rough guessing that as 8000 mana saved through that talent alone.

I really can't imagine running around with 12% hit either, sounds terrible.

Son, to me a robot's just a garbage can with sparks comin' out it.

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Old 11/14/07, 6:46 AM   #4807
everwatch
Piston Honda
 
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Night Elf Death Knight
 
Bronzebeard
Originally Posted by rava View Post
Totemic Mastery makes a difference. I think you take for granted how small 20 yards actually is, it's shock range. On any fight that requires movement ie: Rage, Azgalor, Archimonde, Gurtogg(if you are taking bloodboils), Mother, Council, p2 Illidan, and to a lesser eckstent Supremus the point in Totemic Master will be invaluable. Do you want to take the chance that your group misses a wf application and has to wait <5 seconds to get it back on their weapon? Sounds like a terrible idea and I'm sure them losing wf for even a few seconds will be a bigger loss in raid DPS than if you were to sub in resto.

You seem to be forgetting totemic focus as well. I think our last council kill I laid ~130 totems and rough guessing that as 8000 mana saved through that talent alone.

I really can't imagine running around with 12% hit either, sounds terrible.

Mana isn't the issue it once was. I had sub normal buffs tonight in ZA and I never went OOM once even dropping totems left and right on the "supression room" area keeping WF, etc out at all times and non-stop AoE totem dropping. The mana reduction on shocks coupled with SR is simply amazing. Might I have gone OOM without that talent? Maybe. But then I could have used my totems a lil more efficiently as well if needed. I could have also used more consumables. Also I was in a 10 man and did not have all of my buffs, nor have I been 100% on par with keeping up Water Shield all of the time yet. So I'm still not even generating all of the mana I can.

For Rage, Azgalor, and Gurtogg I can place my totems to where a 20 yard range will hit all of my melee. If you can't do that, then I'm not sure what to tell you. Movement is only an issue with Bloodboil, and because totems can be targeted with the acid breath, I place them in an odd spot anyways to not get melee hit by the acid, which reaches the melee where they move to. So again, I only see Archie as a serious area. As to Archie...

Tremor Totem is a 30 yard range totem, not 20 yards and not 40 yards. Talented it is 40 yards. 30 yards still does the trick and is exactly the range most people "think" it is on average.

There is no checking facts when it comes to whether people are standing in range of a totem. It is simply a matter of are you dropping them in the right spot and are they standing in the right spot. Bloodboil is the only boss I can think of where you might run into issues even with proper placement. Archie is not on that list "imho".

Other comments deleted due to not being sure lions math was 100% right.

Last edited by everwatch : 11/14/07 at 8:21 AM. Reason: Other comments deleted due to not being sure lions math was 100% right.


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Old 11/14/07, 7:40 AM   #4808
Mox
Piston Honda
 
Human Paladin
 
Azjol-Nerub (EU)
Well I just did several runs on yo's sim, testing this ele vs resto debate for my values.

1736 AP/33.71% crit/10.27% hit/1% spell hit (base values).

With reverb + concussion I got 1644/1644/1643 DPS, with shocks being 267 dps.

With NG I got 1655/1656/1655 DPS, with shocks being 244 dps.

Interestingly the dps difference between shocks is as predicted by lionsfist (about 22-25dps).

I actually think that as gear improves (I.e end game gear) with insanely high AP/Crit/Hit then NG scales better as your white damage increases.

I think I'm going to be going with a 2/45/14 spec like this as I can't see any reason to max out totemic focus (I dont have mana issues atm so definitly wont after patch).

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Old 11/14/07, 8:00 AM   #4809
Yo!
Piston Honda
 
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Orc Shaman
 
Страж Смерти (EU)
Originally Posted by LionsFist View Post
But there can be little denial that shocks provides comparable DPS with results like these, and more potential DPS than resto.
You came up with 200 dps and 300 dps after 2.3 just like similar post few pages before.
The problem is that no shaman specced ele instead of resto can reach 200 dps now. In fact 100 dps is something seen rarely on wws. The difference in prediction melee damage and spell damage from actual in-game results is huge. Run my sim - it predictsa melee damage really well but gives those unreacheble numbers for elemental damage. There are many reasons why, but the main reason is that melee damage is automatic for the most part while you have to manually press shock button and it is not possible to do it on every cooldown due to interference from GCD and enviromental changes. If you really want to put math behind it - calculate how many shocks per 2 minutes one will be able to perform without interfrring with SS every 10 seconds, UR, 1 trinket/racial activation, 1 potion, 3 totems (no totem twisting) with 1.5 GCD + 0.2 net+ brain lag, with 5 sec and 6 sec talents.

On your math - you compared ele spec without GCD from SS with resto spec with GCD to achieve not very impressive 57 dps gain. If you'd use same methodology (no GCD both times) with your numbers it would result in 27 DPS gain only. With GCD accounted both times the difference is probably even lowever. So we are talking about 2 dps per talent point increase - I would rather view the specs from utility pov such as increased totem range.

EDIT:
My sim has no support for GCD but predicts NG better for overall damage even with those inflated elemental damage numbers.

Edit 2:
EP instead of AEP - I thought that we are using Attack power Eq. Points

Last edited by Yo! : 11/14/07 at 9:11 AM.

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Old 11/14/07, 8:18 AM   #4810
everwatch
Piston Honda
 
everwatch's Avatar
 
Night Elf Death Knight
 
Bronzebeard
Originally Posted by Yo! View Post
You came up with 200 dps and 300 dps after 2.3 just like similar post few pages before.
The problem is that no shaman specced ele instead of resto can reach 200 dps now. In fact 100 dps is something seen rarely on wws. The difference in prediction melee damage and spell damage from actual in-game results is huge. Run my sim - it predictsa melee damage really well but gives those unreacheble numbers for elemental damage. There are many reasons why, but the main reason is that melee damage is automatic for the most part while you have to manually press shock button and it is not possible to do it on every cooldown due to interference from GCD and enviromental changes. If you really want to put math behind it - calculate how many shocks per 2 minutes one will be able to perform without interfrring with SS every 10 seconds, UR, 1 trinket/racial activation, 1 potion, 3 totems (no totem twisting) with 1.5 GCD + 0.2 net+ brain lag, with 5 sec and 6 sec talents.

On your math - you compared ele spec without GCD from SS with resto spec with GCD to achieve not very impressive 57 dps gain. If you'd use same methodology (no GCD both times) with your numbers it would result in 27 DPS gain only. With GCD accounted both times the difference is probably even lowever. So we are talking about 2 dps per talent point increase - I would rather view the specs from utility pov such as increased totem range.

EDIT:
My sim has no support for GCD but predicts NG better for overall damage even with those inflated elemental damage numbers.
One of my best Shock dps WWS was at 92.19 dps as 0/45/16. So I'd have to agree that 200+ shock dps isn't attainable at a rough guess with pre-BC numbers. I don't think 2.3 numbers increase things enough to hit 200 shock dps... Is his math completely off then? Could someone show the correct math?

Last edited by everwatch : 11/14/07 at 8:23 AM.


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Old 11/14/07, 8:28 AM   #4811
LionsFist
Glass Joe
 
Orc Shaman
 
Aman'Thul
Originally Posted by Yo! View Post
You came up with 200 dps and 300 dps after 2.3 just like similar post few pages before.
The problem is that no shaman specced ele instead of resto can reach 200 dps now. In fact 100 dps is something seen rarely on wws. The difference in prediction melee damage and spell damage from actual in-game results is huge. Run my sim - it predictsa melee damage really well but gives those unreacheble numbers for elemental damage. There are many reasons why, but the main reason is that melee damage is automatic for the most part while you have to manually press shock button and it is not possible to do it on every cooldown due to interference from GCD and enviromental changes. If you really want to put math behind it - calculate how many shocks per 2 minutes one will be able to perform without interfrring with SS every 10 seconds, UR, 1 trinket/racial activation, 1 potion, 3 totems (no totem twisting) with 1.5 GCD + 0.2 net+ brain lag, with 5 sec and 6 sec talents.

On your math - you compared ele spec without GCD from SS with resto spec with GCD to achieve not very impressive 57 dps gain. If you'd use same methodology (no GCD both times) with your numbers it would result in 27 DPS gain only. With GCD accounted both times the difference is probably even lowever. So we are talking about 2 dps per talent point increase - I would rather view the specs from utility pov such as increased totem range.

EDIT:
My sim has no support for GCD but predicts NG better for overall damage even with those inflated elemental damage numbers.
The GCD was there in the resto spec. The point being that you could get a 5 second cycle without interfering with your SS rotation, being 10 second...

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Old 11/14/07, 9:33 AM   #4812
Yo!
Piston Honda
 
Yo!'s Avatar
 
Orc Shaman
 
Страж Смерти (EU)
Originally Posted by LionsFist View Post
The GCD was there in the resto spec. The point being that you could get a 5 second cycle without interfering with your SS rotation, being 10 second...
Include lag as small as 0.2 sec and cycle will start to shift:
0 - SS
1,7 - shock
6,9 - shock
10 - SS
11,9 - instead of 11,7 eventually resulting in missed shock or delayed SS.
Some shocks can be missed if person waits with SS for WF cooldown.
About 3 shocks will be additionally missed when activating on 2 min timer abilities.

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Old 11/14/07, 9:42 AM   #4813
evilution
Glass Joe
 
Tauren Shaman
 
Eldre'Thalas
as 0/45/16 Last night Shocks accounted for 14% of my damage (Searing totem 2%.. didn’t use it as much as i could have! Hitting for an average of 181 however).

Previously shocks accounted for around 6% of my nightly damage. All in all a nice buff (not to mention few agro issues and SR saving my butt a few times when i was a little over eager with my trash dps).

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Old 11/14/07, 10:06 AM   #4814
Thebeat
Von Kaiser
 
Tauren Shaman
 
Hakkar
I really like the stonebreaker totem. Since I now never seem to go below 90-80% mana even when spamming shocks every gcd the buff is up almost all the time. And I didn't even remember the SR change. That would account for me living through a few of those "oops I got aggro" pulls.

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Old 11/14/07, 10:16 AM   #4815
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
I need several sets of eyes to go through the OP with a fine toothed comb and find any discrepancies that need to be fixed for the 2.3 changes please. I am in the process of changing have changed every instance of AEP to EP. So the new buzz word is Enhancement Points --> EP.

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Old 11/14/07, 10:35 AM   #4816
Monkeysnarf
Banned
 
Orc Shaman
 
Dunemaul
I just wanted to get into Kara last night and get some numbers. It wasn't an ideal test because the only raid buffs I had were Int, Mark and a Hunter's pet giving ferocious inspiration. (I didn't even have salv so I had to get a GoA totem down all the time.) I don't know if the raid leader kept WWS... If he did I'll post a link, but this is a limited test. We only killed Hunts, Moreos and R&J. I was also threat limited a lot of the time so I'd expect these numbers to improve in 25-man with our MT and a few palys.

Recap numbers - (They don't include my fire totem that was down most of the time.)

Melee - 42.5% - 553,351 damage - miss 14.0% - crit 31.6%
Windfury - 30.8% - 400,989 damage - miss 3.8% - crit 28.7%
Earth Shock - 15.8% - 205,409 damage - miss 8.5% - crit 6.0%
Stormstrike - 8.7% - 113,610 damage - miss 3.3% - crit 28.6%
Decapitator - .9% - 12,039 damage
Flame Shock - .9% - 11,330 damage - miss 20.0% - crit 8.30%
Romulo's - .5% - 6156 damage (About half way through I noticed I had Romulo's trinket and switched it for Hourglass.)

Early on I was getting a lot of resists on flame shock so I was casting earth shock more. Plus generally I'll use Earth Shock if I don't think the mob is going to live until all my ticks are done anyway.

I'm 17/44/0.

If I was 0/45/16, could we expect to see the following?

White Melee increases by 3% = 553,351 * .03 = 16,601 additional white
Shock damge decreased by 1 second and 5% = 216,739 * (5/6) / 1.05 = 172,015
Shock damage increased by 3% = 172,015 * 1.03 = 177,175

So white and shocks for 0/45/16 = 553,351 + 16,601 + 177,175 = 747,127
Observed white and shocks for 17/44/0 = 553,351 + 216,739 = 770,090

So it looks like 17/44/0 did 22,963 or 1.8% more damage than 0/45/16 would have done. Plus I had 2 point into elemental devistation so my crit must have went up just a tiny tiny bit.

It might also be worth noting:
Earth shock average 1079, high 1281
Earth shock CRIT average 1703, high 1848

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Old 11/14/07, 10:45 AM   #4817
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by Monkeysnarf View Post
Early on I was getting a lot of resists on flame shock so I was casting earth shock more. Plus generally I'll use Earth Shock if I don't think the mob is going to live until all my ticks are done anyway.
Flame Shock should actually have a lower resist rate than Earth Shock because its a partial resist spell, whereas Earth Shock is a binary spell and is all or nothing on resists.

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Old 11/14/07, 10:49 AM   #4818
Jerem
Von Kaiser
 
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Draenei Shaman
 
Les Sentinelles (EU)
Originally Posted by Malan View Post
I need several sets of eyes to go through the OP with a fine toothed comb and find any discrepancies that need to be fixed for the 2.3 changes please. I am in the process of changing have changed every instance of AEP to EP. So the new buzz word is Enhancement Points --> EP.
It's been mentioned before, but the part about OH selection can now include the formerly Main Hand Karazhan weapons (Malchezaar's axe, Illhoof's mace).
These weapons gave, with my stats (Heroics/Crafted/Karazhan gear) better figures than a Runic Hammer.

Also, the thread about the Mongoose / Executioner comparison now contains a table that shows the benefit of Executioner (very logically) increases the more Armor Penetration you already have elsewhere.
Maybe the Weapon enchantments section could reflect this (thus making Executioner preferable with ZA/Badges/BT gear than with entry raid gear).
Just a couple of thoughts from one set of eyes, with a maybe not so fine-toothed comb.

Last edited by Jerem : 11/14/07 at 10:56 AM.

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Old 11/14/07, 10:51 AM   #4819
Monkeysnarf
Banned
 
Orc Shaman
 
Dunemaul
Originally Posted by Malan View Post
Flame Shock should actually have a lower resist rate than Earth Shock because its a partial resist spell, whereas Earth Shock is a binary spell and is all or nothing on resists.
Yeah I would expect the same thing. I'm sure it would have evened out. I only did 11k damage with Flame shock so the fact that I had 20% resist could have just been bad luck or Huntsman doesn't like fire. 205k Damage done with Earth Shock is a decent enough number to trust a 8.5% resist rate, for those mobs I was fighting, to be about right.

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Old 11/14/07, 11:10 AM   #4820
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
@Monkey - Flameshock outperforms because of raid debuffs, so if you didn't have those debuffs in a 10 man it makes perfect sense.

@Jerem - the OP already includes a note saying that the 2 KZ weapons can now be used in the OH, I've mentioned this several times now. Its right there at the top of the OH weapons section.
VIII.5 Itemization - OH Weapons
If you are unsure if weapon X is an upgrade over weapon Z, use Yo's simulator (linked in this post) to compare how your simulated DPS would differ using each weapon.

Patch 2.3 Update - Decapitator and Fool's Bane from KZ have been made one-hand and non unique, which will significantly improve early OH choices. Zul'Aman will also feature at least one 2.6 speed fist OH.
However I have updated the following bit today -
OH = [Merciless Gladiator's Cleaver] > [Fury] > [The Decapitator] > [Item not found!] > [Runic Hammer] > epic dagger or anything else faster than 2.4
Now I'm sure that WF/WF on anything past Foolsbane will still outperform the dagger with WF/FT, but are we safe to say that an epic dagger (perhaps even the consortium rep one) would outperform the Runic Hammer? (it will obviously be better than a green 2.6)

Last edited by Malan : 11/14/07 at 11:20 AM.

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Old 11/14/07, 11:21 AM   #4821
BoinKlasik
Von Kaiser
 
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Draenei Shaman
 
Cenarius
Originally Posted by Thebeat View Post
I really like the stonebreaker totem. Since I now never seem to go below 90-80% mana even when spamming shocks every gcd the buff is up almost all the time. And I didn't even remember the SR change. That would account for me living through a few of those "oops I got aggro" pulls.
Its nice to be able to tank free mobs for short periods of time now. I tanked some bad pulls in BT today (we were pulling stupidly fast because our instance servers went down) while other stuff was dpsed down by using SR. And it is especially fun on things like Naj'entus where you can use it just before you break the shield and cut the damage down to ~5-6k. I can't wait to get fel raged this week.

The biggest thing I am having trouble getting used to is the new water shield, I always see it with < 1min left and REALLY want to recast it.

Also, this was mentioned in the undocumented patch notes thread but I figured I would throw it in here too: Gorefiend no longer targets totems with his shadow bolt thingies. I have mixed feelings about this, I no longer need to redrop totems every 2 seconds on that fight but I am no longer taking away from the overall raid damage taken anymore.

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Old 11/14/07, 11:42 AM   #4822
Gehenna
Von Kaiser
 
Tauren Shaman
 
Bloodscalp
i agree

I agree about the changes to water shield, it was hard getting used to last night.

I might stop casting it anyway, i don't need the mana at all anymore, and a few extra hits from lightning shield are welcome enough.

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Old 11/14/07, 12:11 PM   #4823
Durigen
Glass Joe
 
Draenei Shaman
 
Cenarion Circle
I agree with the Water Shield change. I love the change, it practically guarantees unless I'm a complete waste I will never run out of mana. But last night in The Eye, I recast it a couple times on reflex because I saw the timer so low. Not that it wasted mana, but it retarded the delivery of the free mana. It will take some time to get accustomed too.

Last night I was seeing my Mana Spring totem ticking for what looked like +92 mana per 2 seconds. Does our new 30% AP --> Spellpower talent cause an increased effect on Mana Spring? From reading earlier, I believe this is the case. That just seemed like an ungodly increase to it's normal 20 mp/2. Anyone else seeing these numbers?

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Old 11/14/07, 12:19 PM   #4824
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
Spell damage does not affect Mana Spring.

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Old 11/14/07, 12:33 PM   #4825
BoinKlasik
Von Kaiser
 
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Draenei Shaman
 
Cenarius
You must have dropped healing spring somehow, theres no way mana spring can ever tick that high. I think my healing spring ticks somewhere a little over 100 which matches that idea nicely.

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