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01/31/08, 9:51 PM
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#6626
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sparks keep me warm
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Originally Posted by poofypajamas
Ok well, I realize I'm probably overlooking something pretty major here, but why is it that hit rating is considerably more valuable at the T6 raid item value than at the T5 or T4? I looked through the post and did not see the answer anywhere and unfortunately, I don't have the patience to look through 250 or so pages of posts to find the answer lol.
I have 1466 AP, with 29.81% crit, and 413 armor penetration unbuffed. Which simulator should I be primarily using with those stats, tier 5?
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Hit has a higher value because it isn't as prevalent on gear in T6. There are a few nuggets like Illidan hat/ring and Archimonde bp but otherwise hit on gear is lacking in large quantities. There are not different versions of the sim, those values were just constructed with T5 level gear to save some time/give people an idea of how values change as you progress. "Search this thread" > "blablabla impatient can't read", it sifts through the posts for you and generally yields a response seeing as there hasn't been any new relevant info concerning shamans in months.
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Son, to me a robot's just a garbage can with sparks comin' out it.
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01/31/08, 10:14 PM
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#6627
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Von Kaiser
Undead Priest
Spinebreaker
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Just something interested I noticed and thought might be worth pointing out is [Grand Marshal's Handaxe]. It's one of the better leveling items, and a number of shammies I know grabbed it before heading to Outlands.
When I run the sim with fairly typical early-raid-level buffs (druid buffs minus IFF, no hunter buffs, BoMight, misery, SoE, CoE with no talents, and Shout/Sunder), I'm getting nearly equal damage as with [Bloodskull Destroyer] and [Runic Hammer]. I tested it out with [ fresh level 70] and [ very well-geared Gruul/ZA] gear sets. In all the sims I ran the differences between the three items was pretty much negligible with the variance in the sims (ran 10 100-hour for each, since my computer didn't seem to like running longer sims).
Of course, with S1 weapons available with a solid weekend of honor grinding, I'm not sure it matters, but thought I'd point it out anywho.
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02/01/08, 4:46 AM
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#6628
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Major Berserk
Raut
Tauren Shaman
No WoW Account (EU)
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Originally Posted by Disquette
This post is just a happy "how bout that" moment. Because of a misguided post on the Blizzard forums, I was reminded to run Yo!'s sim to prove something that I've claimed for many months:
slower weapons = higher % of attacks are flurried.
Most of the official forum people for some reason cannot process this fact, though at least some of them get it half right, thinking that they flurry % would be equal between fast and slow weapons.
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Actually, you've lost me. (Incoming Doh! moment) I do not know of the details of the Flurry bug, so if it's related, I'm in the dark.
Flurry is a result of a crit. Flurry is consumed by an attack. There are no cooldowns, not on getting Flurry nor consuming it. How can slower weapons mean more crits(to fuel Flurry)? WF doesn't change your crit chance on attacks. Is it due to large chance of WF to reduce the chance to miss?
This was the first time I'd thought to actually verify the hypothesis with the sim, and it worked just spiffy.
That's all, just sharing some vindication/happiness on a topic I wish I had the ability to concretely address months ago.
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Verifying with a sim is far from proof. It may show a trend, but that's it. Unless it's proving a statement is false?
I bet this pre-first-cup-of-coffee post is going to bite me in the ass. 
Last edited by Raut : 02/01/08 at 4:50 AM.
Reason: SPELNG R HRD
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Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
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02/01/08, 4:48 AM
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#6629
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Von Kaiser
Troll Shaman
Stormreaver (EU)
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Originally Posted by vokzhen
Just something interested I noticed and thought might be worth pointing out is [Grand Marshal's Handaxe]. It's one of the better leveling items, and a number of shammies I know grabbed it before heading to Outlands.
When I run the sim with fairly typical early-raid-level buffs (druid buffs minus IFF, no hunter buffs, BoMight, misery, SoE, CoE with no talents, and Shout/Sunder), I'm getting nearly equal damage as with [Bloodskull Destroyer] and [Runic Hammer]. I tested it out with [ fresh level 70] and [ very well-geared Gruul/ZA] gear sets. In all the sims I ran the differences between the three items was pretty much negligible with the variance in the sims (ran 10 100-hour for each, since my computer didn't seem to like running longer sims).
Of course, with S1 weapons available with a solid weekend of honor grinding, I'm not sure it matters, but thought I'd point it out anywho.
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Well, with 2.9 speed those weapons are amazing - I didn't even consider changing them (two HWL Maces) to any weapons before I got to 70 and snatched two of the Gladiator axes. If I remember correctly my Windfury damage dropped a bit even after that change. I'd say they're really worth the honor it takes to get them - at least on my server I didn't need to wait for longer than 5-10 minutes to get into the lowbie Alterac and those battles are a lot more fun than the high level ones.
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02/01/08, 4:51 AM
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#6630
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Von Kaiser
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Originally Posted by Raut
Actually, you've lost me. (Incoming Doh! moment) I do not know of the details of the Flurry bug, so if it's related, I'm in the dark.
Flurry is a result of a crit. Flurry is consumed by an attack. There are no cooldowns, not on getting Flurry nor consuming it. How can slower weapons mean more crits(to fuel Flurry)? WF doesn't change you crit chance on attacks. Is it due to large chance of WF to reduce the chance to miss?
Verifying with a sim is far from proof. It may show a trend, but that's it. Unless it's proving a statement is false?
I bet this pre-first-cup-of-coffee post is going to bit me in the ass. 
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Because a higher percentage of your hits that have a chance to crit come from abilities that do not CONSUME a flurry charge but can CREATE flurry charges (SS and WF) wherein with fast weapons a higher percentage of your hits cannot proc windfury and more attacks occur between SS, therefore the same crit rate will actually result in fewer overall flurry charges.
Does that make sense?
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02/01/08, 5:08 AM
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#6631
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Major Berserk
Raut
Tauren Shaman
No WoW Account (EU)
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Originally Posted by BoinKlasik
Does that make sense?
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I think it does. Well, here is my Doh! moment. I did not know a WF proc didn't consume a Flurry token. 
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Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
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02/01/08, 5:26 AM
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#6632
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Thats Dr. Shotgun-diplomat to you.
Orc Death Knight
Arathor (EU)
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Is it strange that Yo's sim is telling me hit rating is now worth as much to me as agility ?
(Both were 1.38, crit was 1.43)
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I'm a card-carrying Nazi and I take offense at your suggestion that there was a holocaust. Too bad I can't tell who's a Jew here or I'd ban all of you.
Greetings,
Hitlerbel
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02/01/08, 10:03 AM
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#6633
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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As always, my recommendation is to do multiple sim runs at 10,000 hours and then average them before making any conclusions about the EP values. I've seen some pretty crazy outliers but given enough runs they eventually settle at a more reasonable point.
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02/01/08, 10:15 AM
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#6634
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1) press clutch and break 2) turn key
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Originally Posted by Raut
I think it does. Well, here is my Doh! moment. I did not know a WF proc didn't consume a Flurry token. 
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yah, the easiest way to get the concept, imo, is to imagine a weapon with a 10 sec timer compared to a weapon with a 1.0 swing timer, and interpolate.
On average with a 10 sec weapon, you have 1 + 1 + .64 = 2.64 attacks / 10 sec, only 1 of which can consume a flurry charge. (SS + Auto +Expected#ofWF = 2.64)
I'm not going to post the backup here, but with a 1.0 speed weapon, instead of having a 1:2.64 ratio, you have roughly 10:15 consuming to producing ratio.
That is
10 speed weapon ~ 38% of attacks can consume a charge
1.0 speed weapon ~ 67% of attacks can consume a charge
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02/01/08, 10:25 AM
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#6635
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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Actually, disquette if you want to write a slightly longer rationale for that I'll include it in a "why slow weapons are better" section.
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02/01/08, 10:32 AM
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#6636
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Von Kaiser
Blood Elf Paladin
Sargeras
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That doesn't negate the fact rogues can feint (LOL) and vanish to remove their threat, we have a battle anhk? Ret pallies are still the outlier on threat, but I'm always way up on our threat meter.
Malan, does that intro work for you or do you want some reworking?
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02/01/08, 10:47 AM
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#6637
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Don Flamenco
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Originally Posted by Yo!
On top of doing more damage SS has chance to proc WF, flurry, on-hit trinkets etc...
Waiting for WF cooldown is not related to the perfect-rotation graph that was being discussed.
If you want to factor that methodic in - SS and shock won't overlap during WF cooldown in the first place because you are waiting with SS so the choice is limited to shock.
If you have to make a choice outside WF cooldown - SS is better.
What "same holds here" is here?
There is no point in upkeeping 24 shocks per 2 min by delaying SSs.
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Although I agree with prioritizing SS over a shock, one thing that was overlooked in this is that a shock can also proc (and will very often) proc the Stonebreaker's for an extra 110 AP.
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02/01/08, 11:52 AM
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#6638
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Piston Honda
Orc Shaman
Shattered Halls (EU)
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The 3 second cooldown on WF also makes slower weapons better concerning flurry. The reason for this is the ratio between hits that consume flurry charges to those that do not. Faster your weapon, the more hits that will consume flurry while the 3 sec cooldown causes WF (which does not consume flurry) hits to grow a lot slower. 2.6->1.3 weapon would doube white hits, but while number of WF's probably will grow it would be a lot less than 2x growth due to lot of new white hits would be inside 3 second rule.
Is that sufficient?
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02/01/08, 12:10 PM
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#6639
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Hello beloved Enhance Shamans,
I'm a warrior. Since our Flurry works the same way I would like to hear your opinion, because it would be helpful for me. Your thread has ten times more views  .
I claim that "Flurry is an aura, that you gain after a crit and loose after three autoattacks". It is refreshable.
Relevant posts http://elitistjerks.com/621396-post518.html and http://elitistjerks.com/621618-post522.html
Can anyone confirm or disprove this? I'm pretty sure I'm right.
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02/01/08, 12:11 PM
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#6640
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Glass Joe
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Many apologies if this has been asked before, I read these fourms often and try not to post intill I have some valid reason, anyway on to the question. Has anyone seen a breakdown for Syphon versus ISB and the direct damage breakdown? I have just recieved the first non ninja'd syphon in my guild and have put my warlocks into a bit of an uproar. I have searched for any direct corelation for it versus shadow damage and the direct results of the loss of damage and if there is a topic it isnt one I have found. Does one exsist and can anyone help me find it?
Thank you for your time with this.
Kadah Earthen Ring
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02/01/08, 12:38 PM
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#6641
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Von Kaiser
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Originally Posted by Kadah
Many apologies if this has been asked before, I read these fourms often and try not to post intill I have some valid reason, anyway on to the question. Has anyone seen a breakdown for Syphon versus ISB and the direct damage breakdown? I have just recieved the first non ninja'd syphon in my guild and have put my warlocks into a bit of an uproar. I have searched for any direct corelation for it versus shadow damage and the direct results of the loss of damage and if there is a topic it isnt one I have found. Does one exsist and can anyone help me find it?
Thank you for your time with this.
Kadah Earthen Ring
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Don't sign and use the search feature before asking questions.
A quick search with the feature in the upper right of the screen called "Search this Thread" for "Syphon Shadowbolt" got me what I think you're looking for:
Originally Posted by Illundai
Syphon of the Nathrezim does not consume Improved Shadow Bolt charges. I tested this a while back.
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02/01/08, 1:27 PM
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#6642
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Bald Bull
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Originally Posted by dr_AllCOM3
I claim that "Flurry is an aura, that you gain after a crit and loose after three autoattacks". It is refreshable.
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How is that different from what the tooltip says other than not losing charges on misses/etc. (which seems incredibly easy to test)?
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02/01/08, 2:02 PM
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#6643
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Shalas
How is that different from what the tooltip says other than not losing charges on misses/etc. (which seems incredibly easy to test)?
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Same speed weapons always hitting together for example, effectively providing 4 charges.
Instantcrits making Flurry less efficient.
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02/01/08, 2:13 PM
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#6644
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1) press clutch and break 2) turn key
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Same speed weapons don't provide 4 charges on their own per se (that's what I find the data implies). Weapons that hit within a fraction of a second of each other, regardless of their paperdoll weapon speed, seem to get extra flurry charges. In that respect, flurry does seem to work like an aura.
However, with the search function (I actually like google's a lot better than the one in EJ.com), you can find a whole thread about this topic. I haven't done any testing or theorizing for months, so feel free to expand the data set if you'd like.
http://elitistjerks.com/f40/t12720-m...s_flurry_work/
Maybe I'll actually load WoW again and test some more, now that I have a different internet connection (and possibly a more stable ping).
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02/01/08, 2:13 PM
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#6645
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Von Kaiser
Night Elf Druid
Feathermoon
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Error in writing -- Should be Vengeful not Merciless.
Current best choice for an offhand is any of the Season 3 Arena weapons ([Merciless Gladiator's Cleaver]).
Thanks.
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02/01/08, 2:22 PM
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#6646
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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Corrected, no idea how that got left in. 
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02/01/08, 2:22 PM
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#6647
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1) press clutch and break 2) turn key
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Originally Posted by Atren
The 3 second cooldown on WF also makes slower weapons better concerning flurry. The reason for this is the ratio between hits that consume flurry charges to those that do not. Faster your weapon, the more hits that will consume flurry while the 3 sec cooldown causes WF (which does not consume flurry) hits to grow a lot slower. 2.6->1.3 weapon would doube white hits, but while number of WF's probably will grow it would be a lot less than 2x growth due to lot of new white hits would be inside 3 second rule.
Is that sufficient?
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It's getting there, but it should include stormstrike also, as that's 2 more attacks per 10 sec that can proc but not consume flurry.
Another reason that slower weapons do higher dps, ceteris paribus, than faster weapons is the effect that weapon speed has on the ratio of yellow attacks to white attacks. Both yellow and white crits can proc/refresh flurry, but only white attacks consume them. It stands to reason (and can be seen in sims) that because slower weapons have a higher ratio of yellow to white attacks than fast weapons, there will be a higher % of flurry granting to flurry consuming attacks, and thus a higher flurry uptime ratio.
The reason that slower weapons have a higher yellow to white attack ratio comes from 2 primary sources. First, with the three second cooldown on windfury, with a faster weapon more white attacks will be happening within the window when windfury (a yellow attack) cannot happen. Secondly, Stormstrike will happen 10 seconds regardless of weaponspeed. It is fairly obvious that the ratio of Stormstrikes to white attacks increases as weaponspeed increases.
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I'd do something like the above quote. But, I'm very longwinded, admittedly, and something simpler can probably convey the same amount of information in fewer words (perhaps altering Atren's attempt just a little to include Stormstrike)
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02/01/08, 2:22 PM
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#6648
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Disquette
However, with the search function (I actually like google's a lot better than the one in EJ.com), you can find a whole thread about this topic. I haven't done any testing or theorizing for months, so feel free to expand the data set if you'd like.
http://elitistjerks.com/f40/t12720-m...s_flurry_work/
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I've read the whole thread before I even started testing. My results are just different from what the guys in the thread got.
They think that Flurry acts like a buff for a whole swing.
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02/01/08, 2:49 PM
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#6649
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Care for a jelly baby?
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Originally Posted by Daler
That is certainly an odd result. Could you give the full list of inputs your using with Yo's sim to get those?
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It's not that strange.
Talon vs Syphon:
-3.7 DPS
-6 HitR
+19 Crit
+ 6 AP
T5 values:
-3.7 DPS ~ -33.4 EP
-6 HitR ~ -8.4 EP
+19 Crit ~ +38 EP
+ 6 AP
-41.8 + 44 = 2.2 EP, Talon better at T5 gear level
T6 values
-3.7 DPS ~ -33.4 EP
-6 HitR ~ -10.14 EP
+19 Crit ~ 33.06
+ 6 AP ~
- 43.54 +39.06 = -4.48, Syphon better at T6 gear level
So, surprsingly, the Talon is better when you get it. And the Syphon is better when you get it.
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02/01/08, 3:11 PM
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#6650
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1) press clutch and break 2) turn key
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Originally Posted by dr_AllCOM3
I've read the whole thread before I even started testing. My results are just different from what the guys in the thread got.
They think that Flurry acts like a buff for a whole swing.
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Hm. You stated you saw this, but I couldn't find the data points. Can I have the combat logs? I'd love to add new data, especially with your consistent low ping, to the thread.
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