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Old 02/26/08, 5:10 PM   #7426
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
Originally Posted by Seidule View Post
FYI, the Scryer version does NOT grant crit rating. It actually procs a spell called Arcane Strike (Arcane Strike - Spells - World of Warcraft) that does 500 damage to the current target.

I'm also interested in the Pendent of Resolve with its huge Expertise proc..
Ah! Interesting. I was going off what the people said in the wowhead comments and hadn't seen the Arcane Strike spell. Only the Aldor comparison is at all relevant then.

I think the Pendant of Resolve is going to be fairly useless for us, given that the expertise cap is ~90, and we'll have 44 from the trinket + whatever else you have from other gear. That trinket plus just the three new T6 pieces is well over the cap, which would make the proc do absolutely nothing. I'd much rather have passive expertise than to rely on a proc, or even an on use effect, for it.

Stand back! I'm going to try SCIENCE!
 
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Old 02/26/08, 5:13 PM   #7427
Kahdrick
Glass Joe
 
Orc Death Knight
 
Daggerspine
Originally Posted by Ilmatar View Post
I know I've said this in this thread...

Equipping a totem will trigger the GCD, but does not depend on the GCD. This means that a macro like so:
/cast Healing Wave
/equip Totem of Healing Rains
Will result in a Healing Wave, cast with the benefit of Totem of Healing Rains with one button. However:
/equip Totem of Healing Rains
/cast Healing Wave
Will equip the totem, trigger the GCD, and prevent Healing Wave from being cast.

Making a macro like this:
/equip Stonebreaker Totem
/cast Flame Shock
Will not work.

Now it may be interesting to set it up like so:

/cast Flame Shock
/equip Totem of Astral Winds
and

/cast Stormstrike
/equip Stonebreaker Totem
Obviously the 6 (or 5)s cooldown on shocks would mean you are getting off more shocks than SS so the rotation doesn't work out neatly. That's the only way it would work out w/ GCD's though.
Saw this older post and thought I'd add in a modification that would help to make sure you have Stonebreaker's Totem equipped before casting a shock:

set up both of the shocks as described, with

/cast Flame Shock
/equip Totem of Astral Winds
and

/cast Earth Shock
/equip Totem of Astral Winds
and then set up stormstrike and watershield to equip the stonebreaker's totem:

/cast Stormstrike
/equip Stonebreaker's Totem
and

/cast Water Shield
/equip Stonebreaker's Totem
The reason for this is because water shield is not on any cooldown other than the GCD, it costs no mana, and it's something that I usually refresh all the time anyway. It also figures that the only time your casting macros wouldn't equip the stonebreaker's totem before a shock was being cast was when stormstrike was on a long cooldown, and you had just used a shock (thereby equipping the totem of astral winds). That's the perfect time to refresh water shield and equip your stonebreaker's - when the gcd is not going to interfere with your rotation.

Of course, you could just equip the stonebreaker's outside of the macro, but why not maximize the utility of a single button press?

Shamrogue FTW!
 
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Old 02/26/08, 5:13 PM   #7428
Othieus
Von Kaiser
 
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Night Elf Rogue
 
Wyrmrest Accord
Originally Posted by Kahdrick View Post
Expanding from this, it would also seem to show that you gain the most benefit from haste items (pots, bloodlust, and drums) by using them individually, rather than all at once. It looks like I should start using haste potions in rotation with my drums and bloodlust. Probably I'll be burning the drums first, since the buff is slightly smaller and I'll be less likely to pull aggro as a result.

Of course, that has nothing to do with AEP values for haste...

I'd guess that the AEP value doesn't magically plummet once you break 1.5, but rather that it scales proportionately, such that as you build haste rating, the value of additional points lessens. This means that there would be some theoretical point at which additional haste rating is worth less than any other stat. It's been a long time since I was interpolating graphs, but if you can get me, say, 5 points of data (evenly spaced by haste rating increases preferred), I can see if I can come up with a formula for calculating haste value. Sure hope I remember the math correctly - I'll post it all here so other people can verify it.

Keep in mind that pretty much any enhance shaman in a raid will have nearly 100% uptime of flurry, for an automatic 30% haste right off the bat.

Something else: As haste rating increases, and the cooldown of stormstrike (as well as the 3-second cooldown of WF) remains static, the percentage of hits that are white damage vs. those that are yellow damage will increase. Thus, hit rating will gain in value as haste rating increases. Might be worth investigating whether or not the percentage change in white hits vs. yellow hits is significant enough to warrant a greater AEP for hit rating when using lots of haste buffs.

Conversely, people with almost no haste rating on their gear may reach a point at which their weapons are so powerful and slow that the haste rating to gloves enchant outperforms 15 strength. I personally doubt it, but while I'm spouting ideas, I figured I'd throw this one out there, too.

Something else I thought of - as your haste rating increases, the number of hits that you get during the duration of timed buffs will increase, thus increasing the value of those buffs. Anyone want to run some sims and see if it's more valuable to stack haste potions and drums that increase AP than to rotate haste drums and haste potions? I'm assuming from the OP that stacking haste drums and haste pots is automatically less dps than rotating them.

Likewise, stacking more haste will increase the value of items that provide timed buffs, such as the stonebreaker's totem. I don't think that any significant changes in top gear will result though, since most of those buff items are either already top-level, or provide buffs of such short duration as to be relatively insignificant AEP changes from 1 or 2 extra hits of haste.
So basicly you're saying that it works like Armor Penetration does, except opposite.
 
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Old 02/26/08, 6:19 PM   #7429
Omniro
Glass Joe
 
Tauren Hunter
 
Kargath (EU)
Concerning haste I just steal the graphics from the Rawr-Thread (thx to the auther):
wf procs vs. haste rating


flurry uptime vs. haste rating


1% haste does increase dmg by roughly 1% (all that has no cd, so basicly white dmg) . White dmg is about 40% of our dmg. 1% haste = 0.4% dmg increase. But as you can see in the first image there is a point where windfury procrate is breaking in by 2.5% (WF being about 30%) so at this point 1%haste does lead to : +0.4% dmg - 0.75% dmg = -0.35%

I think this is about right, ain't it?
 
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Old 02/26/08, 6:19 PM   #7430
CeNo65
Glass Joe
 
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Tauren Shaman
 
Black Dragonflight
This is going to sound bad. I know it shouldn't work. I didn't think it would work. Yet, it does.

/castsequence reset=12/combat Flame Shock(Rank 7),Earth Shock(Rank 8)
/equip Stonebreaker's Totem

I tested swapping from no relic to Stonebreaker's and from a healing relic to Stonbreaker's. Latency might be the cause. In the first zone i tested it my latency was at 150ms. In the second zone it was 200ms. Any fios folks want to try this out? I am west coast and i believe my server is located in Boston.
 
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Old 02/26/08, 6:25 PM   #7431
Omniro
Glass Joe
 
Tauren Hunter
 
Kargath (EU)
Originally Posted by CeNo65 View Post
This is going to sound bad. I know it shouldn't work. I didn't think it would work. Yet, it does.

/castsequence reset=12/combat Flame Shock(Rank 7),Earth Shock(Rank 8)
/equip Stonebreaker's Totem

I tested swapping from no relic to Stonebreaker's and from a healing relic to Stonbreaker's. Latency might be the cause. In the first zone i tested it my latency was at 150ms. In the second zone it was 200ms. Any fios folks want to try this out? I am west coast and i believe my server is located in Boston.
Just a quick sidenote: It always DID work.. for any kind of "range" slot item. Librams, Idols, Totems.
Just as starting to cast a heal and swapping to healer weapon/shield does work. But not the other way around.
 
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Old 02/26/08, 6:42 PM   #7432
 Binkenstein
I'm not crazy, no, really, I'm not.
 
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Askledarea
Blood Elf Shaman
 
No WoW Account
Originally Posted by Malan View Post
Binkenstein was doing some leg work on figuring out how to model that stacking effect, I think he said he had it figured it out. I'll check with him about it.
I thought it was the blue expertise/flat ap buff item that you asked about?

That said, it spawned the whole proc rate discussion, and finding out that the rogues had a formula all along!
I'll see what I can work out for the stacking buff in an "average AP value" based on weapon speeds.

[e]there's nothing on wowhead, so I can't check the trance duration/chance either

Last edited by Binkenstein : 02/26/08 at 6:58 PM.

Originally Posted by Nite_Moogle View Post
my surpriseometer isn't registering anything here
is it broken
 
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Old 02/26/08, 6:54 PM   #7433
Malan
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Malan
Tauren Shaman
 
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Post said formula please.

Shitting up every single thread on EJ since '06
 
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Old 02/26/08, 7:01 PM   #7434
 Binkenstein
I'm not crazy, no, really, I'm not.
 
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Askledarea
Blood Elf Shaman
 
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D = Duration of the buff
p = Chance the the buff procs on any given attack
v = Number of attacks that can trigger the proc that occur in a given second, and
c = Internal cooldown of the trinket
U = uptime, then

u=D/(c+(1/VP))

It's in the proc mechanics wiki entry (Malan can read it, the rest of you probably can't). Only difference is I went V/P rather than 1/VP, but it works out the same anyway.

DW V = AB/(A+B) where A & B = weapon speeds

Originally Posted by Nite_Moogle View Post
my surpriseometer isn't registering anything here
is it broken
 
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Old 02/26/08, 8:51 PM   #7435
kijik
Glass Joe
 
Orc Shaman
 
Quel'dorei
Question in short, I have some badges saved up, but I am also looking to stack armor penetration to an extent, and thus I am pondering buying Dory's Embrace, BUT, Vanir's Right and Left Fist of Brutality are going to become available in 2.4, and I am wondering whether I should save badges for those, or go again and burn my dkp on Syphons in BT. Also, keep in mind that I do not have DST and do not forsee myself obtaining a DST in the near future, rather I will be picking up the Shard of Contempt from Heroic Magister's.

Thank you for any light you can shed on the subject.

Edit: Of course when I enter SWP with my guild I'll be picking up Mounting Vengeance ASAP.
 
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Old 02/26/08, 8:55 PM   #7436
Tulaugu
Glass Joe
 
Night Elf Druid
 
Runetotem (EU)
I've been studying the main post and the calculations now for a few days and first off all I'd like to say that it's impressive work, since it also seems to really work like mentioned above.
I only have two questions that keep bugging me a little bit.

1. Is there already any progress on "the most effective talent build"?
2. What's the EP value of a meta socket. Take for instance RED. It's not hard to calculate the EP value of 12 agility, tho the 3% crit damage seems a bit hard for me. I hope there is a solution for that.

My thanks

-Tulaugu-

p.s. Maybe it has already been asked before, if there is an awnser, please put it in the main post. I was not really motivated to dig through over 200 pages.
 
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Old 02/26/08, 10:54 PM   #7437
Khlysti
Ithyphallic
 
Night Elf Death Knight
 
Silvermoon (EU)
Originally Posted by Grekk View Post
Concerning Haste:

It may be true that any haste will increase your overall DPS even if it brings your speed below 1.5 but it has one side effect:

It decreases the relative weight of hasterating and therefore the use of Heroism/Bloodlust/Drums.

I did some testing using Yo!s Simulator (adding 30% haste) and got the following results:
(using 2.8MH and 2.6OH)
In my case the 5.9% passive haste combined with dual Mongoose and heroism (and of course flurry) will bring my
MH speed to about 1.5x, once i use drums it drops to 1.4x. (the Sim takes care of Mongoose and Flurry)

passive haste | dps
5.9% 1419
35.9% 1675

10.9%(drums) 1461
40.9% 1687

the DPS gain from drums without Heroism up: 42
the DPS gain from drums with Heroism up: 12

this leads me to the conclusion that the value of haste is lowered by a factor of (in my case) 0.286 once your are below 1.5 speed.

If you spent the entire fight hasted over this 'cap' the AEP weight of haste would drop by OVER 70%!
If you spent half of the fight hasted, it would still be over 35%, which is rather significant when choosing gear.

Haste AEP goes downhill AFTER your 'Heroism-Speed' is below 1.5. Any haste before this is worth exactly as much as Yos Simulator tells you. The new AEP weight is dependant on the length of the fight relative to the hasted time.
(the same with usable trinkets that are best if the fight is exactly 140 seconds long)

My calculated haste-AEP is 1.81.
If the fight is 3 minutes (180 seconds) long, i will spend 25% of the Time hasted to 1.4x.
So basically 25% of the time my haste (beyond the 'cap') is only worth 28.6% of it's original value (loses 71.4%).
Over the whole fight haste will therefore lose 0.25*0.714 = 0.1785 = 17.85% of it's original value.
My haste-AEP for a 3 minute fight where heroism always puts me below the 'cap' is (1-0.1785)*1.81 = 1.4869.

correct me if I'm wrong :P
Before I go any further, the important thing to always remember with the '1.5 speed point' is that while haste may have smaller returns in terms of dps when crossing this point, any meaningful amount will still be a dps increase.

Now, to give a full run down on the set I used for the sim, (as standard for me, I use my own char as a base).

AP: 1932 Crit: 31.48 Hit: 17.48 Haste: 4.76 Armour Penetration: 252
MHDPS: 100.3 MHSpeed: 2.8 MHExp: 0 OHDPS: 100.3 OHSpeed: 2.8 OHExp: 0
Spell Hit: 1 Spell Crit: 5 Strength: 216 Agility: 328

I used Dual Mongoose, Madness of the Betrayer, Stonebreaker Totem, 24 shocks per minute and no waiting for SS use.
5/5 Concussion, 3/3 Call of Flame and 5/5 Reverberation. (other talent tick boxes as default)
Default for Buffs/Debuffs except: Improved Hunter's Mark, Expose Weakness, CoR, Solarian's Sapphire.
Boss Armour was set to 6600 (yeah this number is odd, didn't notice till I was done, but it doesn't affect the result).
I also had no haste pots drums etc on the sim as these I would model myself.
Also note that Heroism is an extra 30% multiplier on weapon speed and cannot just be added as +30 to haste% on the sim.

With that listed on to the simming.

This setup gave me a baseline dps of 1853 on the sim.

For now lets assume the shaman is the only leatherworker in the group and as such we can have:
A: Drums + Hero for 30 secs, Hero for 10 secs, nothing for 30 secs or
B: Hero for 40 sec and Drums for 30 sec.

In this case A gives a 2055 average and B gives a 2068 average.

This would appear to suggest that option B (use seperate) is the best idea.
This however is not always true, option B wins here because the mongoose procs on top of drums flurry and hero are just enough to push us fractionally below the 1.5 point, while using drums seperate from hero means we never hit this point. With mongoose off A wins by ~15 dps, with it on B wins by ~13 dps. (the dps with mongoose on is vastly higher than that with it off).

Modifying haste rating to the point that we just clip the 1.5 point without needing mongoose procs sees option B pull out to ~20 dps ahead of option A.

This shows two basic points,
1) haste stacked with hero is better than the two separated
2) crossing the 1.5 point can cause haste to give lower returns

In our example above the clipping is enough that combined with how small the haste gains from the drums is we are better off seperating, we do however still gain dps from drums used during heroism. (I have no numbers here, but I assume that as a group drums + hero is still better than seperate since the other group members don't have the 3 sec WF cooldown to contend with).

We will now assume that drums have 100% uptime (by which I mean that for the peroid at and near to heroism use drums are up full time, this only needs 2-3 leatherworkers, easily achievable in a melee group wanting to max dps).

With haste potions we have a similar choice to before.
A: Hero + Pot for 15 secs, Hero for 25 secs, nothing for 15 secs
B: Hero for 40 secs, Pot for 15 secs.

Staying with the same details from earlier, but with the extra 80 haste rating from drums always on we get:
A = 2210 dps and B = 2203 dps. A having a 7 dps lead.

With no mongoose we see however that B is 9 dps ahead.

Once again this a 1.5 point factor, if Hero + mongoose + haste rating means you are already sub 1.5, then using the pot with the hero is better, if hero + mongoose + haste rating still leaves you just above 1.5, and using the pot on top of hero will take you under it may be better to use them seperately.

Other clickies used during hero will help sway to using a haste pot then too.

The conclusion then.

Whether or not to stack on use haste effects with heroism depends on whether the extra effect is what pushes you through 1.5 speed, if the on use does this it may be better to seperate, if you would cross it anyway then using together is better.

As to haste rating 'getting worse the more you have, as a sort of reverse of Armour Penetration', that is just pure silly talk. If you could hit enough passive haste to reach 1.5 with just passive / flurry / mongoose, then a piece taking you just over may be bad, but with the need to use very slow weapons that amount of haste is not realistic.

Once again (since this really does need saying as often as possible), passive haste that causes hero+flurry+mong to go over the 1.5 point is still a dps increase, just a slightly smaller once, any more passive haste past that point goes back to normal value again, it is just that one piece with a reduced return, and even then its a small reduction. Claims like 'Haste AEP goes downhill AFTER your 'Heroism-Speed' is below 1.5' are plain wrong, as once you have already crossed that point the value is the same as it would be higher than it, only the act of crossing is relevant.
 
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Old 02/27/08, 12:21 AM   #7438
Grekk
Glass Joe
 
Dwarf Paladin
 
Terrordar (EU)
Originally Posted by Khlysti View Post
Before I go any further, the important thing to always remember with the '1.5 speed point' is that while haste may have smaller returns in terms of dps when crossing this point, any meaningful amount will still be a dps increase.

(.toolongtoquote :P..)

Once again (since this really does need saying as often as possible), passive haste that causes hero+flurry+mong to go over the 1.5 point is still a dps increase, just a slightly smaller once, any more passive haste past that point goes back to normal value again, it is just that one piece with a reduced return, and even then its a small reduction. Claims like 'Haste AEP goes downhill AFTER your 'Heroism-Speed' is below 1.5' are plain wrong, as once you have already crossed that point the value is the same as it would be higher than it, only the act of crossing is relevant.
You're right, i just tried the numbers myself. :P

I guess that's what
There is no need to worry about the 1.51 - 1.41 hasted weapon range. The original claims about the supposed DPS loss had done no empirical or simulated testing to back up their modeling. More recent testing has indicated that whatever potential WF DPS is lost because of swing timer issues is more than made up for by the gigantic leap in autoattack DPS.
was about. Sorry to have wasted your time :P

Anyway even though the DPS loss from crossing the 1.5 point is small, wouldn't it still be better to 'invest AEP budget'
into other stats and prevent this happening altogether?
 
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Old 02/27/08, 12:50 AM   #7439
 Shalas
Bald Bull
 
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Undead Priest
 
Mal'Ganis
Originally Posted by Khlysti View Post
As to haste rating 'getting worse the more you have, as a sort of reverse of Armour Penetration', that is just pure silly talk. If you could hit enough passive haste to reach 1.5 with just passive / flurry / mongoose, then a piece taking you just over may be bad, but with the need to use very slow weapons that amount of haste is not realistic.

Once again (since this really does need saying as often as possible), passive haste that causes hero+flurry+mong to go over the 1.5 point is still a dps increase, just a slightly smaller once, any more passive haste past that point goes back to normal value again, it is just that one piece with a reduced return, and even then its a small reduction. Claims like 'Haste AEP goes downhill AFTER your 'Heroism-Speed' is below 1.5' are plain wrong, as once you have already crossed that point the value is the same as it would be higher than it, only the act of crossing is relevant.
Hitting 1.5 with just flurry and passives isn't unrealistic -- it's impossible. Once 2.4 comes out, the absolute maximum passive haste possible for a shaman will be +29%, and +33% is needed. However, if you have 0 haste on your gear and no haste procs other than flurry/mongoose, 2.6 speed weapons will be hasted to almost exactly 1.5 under BL. As a result, the sim might be giving overinflated AEP values for haste. Depending on how it calculates AEP values, it could easily also be giving underinflated values for the first point of haste too, as adding 2 HR is enough to push you under 1.5 seconds with BL/Flurry/Mongoose x1.

With a DST, there's probably a small drop in haste value at 150 haste rating, but that really isn't worth worrying about.

Originally Posted by Grekk View Post
Anyway even though the DPS loss from crossing the 1.5 point is small, wouldn't it still be better to 'invest AEP budget'
into other stats and prevent this happening altogether?
If you have any haste at all, you're already spending part of the fight under the 1.5 level. Adding more haste merely increases that time, which means that haste has a linear (upward) effect on your dps which should be accurately predicted by Yo!'s simulator. It's really not worth second guessing the sim -- if it says an item the best choice, it probably is.
 
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Old 02/27/08, 1:47 AM   #7440
 Binkenstein
I'm not crazy, no, really, I'm not.
 
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Askledarea
Blood Elf Shaman
 
No WoW Account
Originally Posted by Binkenstein View Post
D = Duration of the buff
p = Chance the the buff procs on any given attack
v = Number of attacks that can trigger the proc that occur in a given second, and
c = Internal cooldown of the trinket
U = uptime, then

u=D/(c+(1/VP))

It's in the proc mechanics wiki entry (Malan can read it, the rest of you probably can't). Only difference is I went V/P rather than 1/VP, but it works out the same anyway.

DW V = AB/(A+B) where A & B = weapon speeds
Right, updatery time.

Basic uptime assuming just white hits (I haven't even tried getting a WF model working yet)

A & B are the weapon speed values for calculating V from above.

\frac{AB}{A + B}\
But for simplifying the calculations, I will use V in place of the above.

U = \frac{D}{c + \frac{V}{P}\ }\

Now, the trick with a trinket like this is that we have to calculate the "ramp up" effect of the buff.
This is done using the following, where c is the per-charge buff value

\frac{c(0.5x^2 + 0.5x)}{xV}\ + cx(D-xV)

This should give us an overall buff ap value, which we simply multiply with U to get our average AP value for trinket comparison.

Might want to double check the math though.

[e]D is the duration of the "trance" plus 20 seconds after it.

Last edited by Binkenstein : 02/27/08 at 1:56 AM.

Originally Posted by Nite_Moogle View Post
my surpriseometer isn't registering anything here
is it broken
 
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Old 02/27/08, 2:23 AM   #7441
 Disquette
Nerodin's Elitist
 
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Goodtimes
Human Rogue
 
No WoW Account
I'm a bit confused by the basic "hits that can proc per second" part:

Originally Posted by Binkenstein View Post
A & B are the weapon speed values for calculating V from above.

\frac{AB}{A + B}\
But for simplifying the calculations, I will use V in place of the above.
putting in 2.6 and 2.6 for the weapon speeds, I get 1.3 hits per second. It seems to me both from that result, and from doing the algebra, that it should be the multiplicative inverse. Shouldn't it be 1/1.3 hits per second = 0.77 hits per second when dual wielding non-haste/flurry 2.6 weapons?

Mainhand / second = 1/speedMH
Offhand / second = 1/speedOH

Total hits / second =

[top] MainhandHPS + OffhandHPS


1/speedMH + 1/speedOH
= (speedOH + speedMH) / speedHM*speedOH

Or, in your terms:
\frac{A + B}{AB}\

I apologize if I'm just being obtuse. I don't try to be dumb, but sometimes it just comes natrually.
 
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Old 02/27/08, 2:36 AM   #7442
 Disquette
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Goodtimes
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Now I'm feeling *really* dumb, because there's another part I don't understand. Please feel free to PM me if you don't want to clutter the board. Let's take the formula in question...

Originally Posted by Binkenstein View Post
U = \frac{D}{c + \frac{V}{P}\ }\
So, uptime% = all that jazz.

OK, so let's put some example numbers.
D, duration = 20 seconds
c, cooldown = 60 seconds
V, hits per second that can proc - this is going to be my example variable.
P, proc% per hit = 10%.

So, simplifying your equation, we have:
U = \frac{D}{c + \frac{V}{P}\ }\

U = \frac{20}{60 + \frac{V}{0.1}\ }\

So, all other things being equal, if you have a total of 1 attack per second, this is...
U = \frac{20}{60 + \frac{1}{0.1}\ }\

U = \frac{20}{70}\

U = 0.286

Or, all other things being equal, if you have a total of 2 attacks per second, this is...
U = \frac{20}{60 + \frac{2}{0.1}\ }\

U = \frac{20}{80}\

U = 0.25

Why is it that if you have more attacks per second, all other things remaining equal, that your uptime decreases? Well, I know the answer is "it doesn't", but I guess my real question is... where am I going wrong in understanding the formula?

Thanks much, and again, my apologies for cluttering the board, but I'd really like to understand this.
 
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Old 02/27/08, 3:35 AM   #7443
 Binkenstein
I'm not crazy, no, really, I'm not.
 
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Askledarea
Blood Elf Shaman
 
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Ah yeah, sorry.

The variable description was copied from the Proc Mechanics wiki.

My biggest "problem" with algebra atm is handling all those "nested" divisors, but yes, I think you're right.

V = hits per second, so 2 hits would actually be 0.5/0.1 = 5 or 65 seconds rather than 70.

That's what I get for doing everything in my head >.<

Originally Posted by Nite_Moogle View Post
my surpriseometer isn't registering anything here
is it broken
 
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Old 02/27/08, 4:53 AM   #7444
Grekk
Glass Joe
 
Dwarf Paladin
 
Terrordar (EU)
One last try to contribute something useful

Also note that Heroism is an extra 30% multiplier on weapon speed
we do however still gain dps from drums used during heroism.
Let us assume that this 30% multiplier increases the value of haste by 30%.

(all stat weights are for my gear, I use HR, DPS, AEP and HR interchangeably)

Using Yo!s simulator I found out that crossing the 1.5 point will cost me 22dps = 63 AEP = 34.8 HR.
To counter this loss, the 30% increase to haste with Heroism up needs to be greater than said 34.8 HR.
  • Using drums that take you below 1.5 when hasted increases their value by:
    80 HR * 0.3 = 24 HR, 24 HR - 34.8 HR = - 10.8 HR
    => You lose 10.8 HR compared to using them while unhasted.

  • Using a haste potion that takes you below 1.5 when hasted increases it's value by:
    400 HR * 0.3 = 120 HR, 120 HR - 34.8 HR = 85.2 HR
    => You gain 85.2 HR after compensationg for the loss.

    (strength should have it's value increased by 30% too, or am I mistaken?)
  • Using an insane strength potion when hasted increases it's value by:
    120 STR * 2.2 = 264 AP / 1.81 = 145.86 HR, 145.86 * 0.3 = 43.76 HR
    => You gain 43.76 HR by using insane strength potions during heroism.

Conclusion (for personal dps):
If drums take you below 1.5 speed, they are worth less than when they are used unhasted.
However if you were to have 100% uptime, canceling the buff is not an option,
as you will lose the (80 * 1.3 - 34.8) = 69.2 HR they still give you.
Even with 0% passive haste and a 2.8 speed weapon haste potions will always take you below 1.5 during Heroism.
Therefore they should be used while hasted as the 30% gain is higher than the 'cross-loss'.

So there are basically 4 possibilites:
(highest dmg first)

You have...
  1. .. so little haste that drums don't take you below 1.5 when hasted.
    => use drums while hasted.
    (unless there is some synergy with the potions if used at the same time that i am not aware of)

  2. .. enough passive haste that drums will take you below 1.5 when hasted.
    => use drums while not hasted.

  3. .. enough passive haste that you are always below 1.5 when hasted but using drums unhasted will not take you below 1.5.
    => use drums while not hasted

  4. .. (for some reason) enough passive haste that using drums will take you below 1.5 even unhasted.
    Unless you are wearing daggers (which you shouldn't) this should never be the case
    => use drums while hasted

Whenever you are in a group of non-shamans you are probably better off using drums when hasted,
as the other classes don't have 3s-WF-CD issues.
So basically it took me three hours to find out what everyone has probably been doing anyway:
Use everything while hasted only


feel free to pick this apart as it's built on assumptions + I was tired :P
 
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Old 02/27/08, 12:13 PM   #7445
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
I assume that trinkets, etc., can also proc off of specials like Windfury and Stormstrike, though, which is going to complicate that formula further. Add a term:

A = average number of other attacks per second

and leave V as is, the amount of time between each autoattack hit. The formula becomes:

u = D / (c + (1/(P/V + PA)))

Looking at some old WWS reports for the average frequency of WF hits, I get ~ 0.2 hits per second, and if I Stormstrike once every 12 seconds (accounting for waiting for WF to cool down, and latency), that's 2 hits per 12, or 0.17 his per second. V, as calculated for 2.6 speed weapons flurried to 1.82, is 0.91).

u = 20 / (45 + (1/( 0.1/0.91 + 0.1*0.37))) = 0.44

44% uptime seems kind of high, but then, I get 37% if I leave out WF and Stormstrike, so it's not a huge difference. The units work out, anyway. Do WF and SS not actually proc trinkets, and I'm an idiot for including them? Or did I include them incorrectly? (both reasonable possibilities)

[e] Just cleaned up the algebra a bit so it didn't look as messy. It's a little more clear this way, too, and makes me think I'm less crazy.

Last edited by Rhaegal : 02/27/08 at 2:08 PM.

Stand back! I'm going to try SCIENCE!
 
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Old 02/27/08, 12:35 PM   #7446
Gehenna
Von Kaiser
 
Tauren Shaman
 
Bloodscalp
Originally Posted by Seidule View Post
FYI, the Scryer version does NOT grant crit rating. It actually procs a spell called Arcane Strike (Arcane Strike - Spells - World of Warcraft) that does 500 damage to the current target.

I'm also interested in the Pendent of Resolve with its huge Expertise proc..
The pendent of resolve will not be good, you should have your expertise capped in 2.4, and +100 expertise will basically do nothing.

In Addition, do not bother with swapping totems as it resets the swing timers, you will not gain DPS, you will lose a massive amount.

Last edited by Gehenna : 02/27/08 at 12:44 PM.
 
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Old 02/27/08, 1:38 PM   #7447
Camplord
Banned
 
Orc Shaman
 
<Nam>
Stormscale (EU)
Yo, a shaman buddy of mine told me to read this thread, OMG at the amount of pages, to find out whats best for offhand, slowwep with WF or fast with Flame. And im having quite a hard time finding it, read that stuff on the first page but there was just a place holder for WF vs Flame so wondering if someone knows on which page this is written if it is at all.

Right now i use Syphon for MH and Swiftsteel in offhand with Flame. In raids im a healer most of the time but once in a while when we have alot of healers signed i get to spec Enhancement aswell. And our ordinary Enhancement shammy uses what you have written in this thread, Syphon and Rising with WF in both and he has better gear then i do, not alot but better nevertheless. And i say this cause i win dps on 7 out of 10 bosses and on all trash, and still all shamans i know tell me to get a slow offhand and use WF on it, but i cant get myself to do it since none of these shamans has never outdpsed me. So i wanted you guys to explain to me=) my char name is Campsama, so if you check armory you should see my enhancement gear atm.

So from my point of view atm its like slow weps with WF in both hands has the potential to do more dmg but most of the time they dont, while fast offhand with flame gives a more stable but rather high dps. And it feels like a stable dps is better then a maybe high dps=)
 
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Old 02/27/08, 2:02 PM   #7448
Mox
Piston Honda
 
Human Paladin
 
Azjol-Nerub (EU)
Originally Posted by Camplord View Post
Right now i use Syphon for MH and Swiftsteel in offhand with Flame. In raids im a healer most of the time but once in a while when we have alot of healers signed i get to spec Enhancement aswell. And our ordinary Enhancement shammy uses what you have written in this thread, Syphon and Rising with WF in both and he has better gear then i do, not alot but better nevertheless. And i say this cause i win dps on 7 out of 10 bosses and on all trash, and still all shamans i know tell me to get a slow offhand and use WF on it, but i cant get myself to do it since none of these shamans has never outdpsed me. So i wanted you guys to explain to me=) my char name is Campsama, so if you check armory you should see my enhancement gear atm.

So from my point of view atm its like slow weps with WF in both hands has the potential to do more dmg but most of the time they dont, while fast offhand with flame gives a more stable but rather high dps. And it feels like a stable dps is better then a maybe high dps=)
I can only assume the shamans on your server/that you play with are horribly bad and plain suck, theres no way that WF/Flame will beat WF/WF given the same circumstances. It's not a case of "potentially more dps" it's 100% certified a hundred times over.
 
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Old 02/27/08, 2:13 PM   #7449
automatica
Glass Joe
 
Draenei Shaman
 
Medivh
Originally Posted by Camplord View Post
Yo, a shaman buddy of mine told me to read this thread, OMG at the amount of pages, to find out whats best for offhand, slowwep with WF or fast with Flame. And im having quite a hard time finding it, read that stuff on the first page but there was just a place holder for WF vs Flame so wondering if someone knows on which page this is written if it is at all.

Right now i use Syphon for MH and Swiftsteel in offhand with Flame. In raids im a healer most of the time but once in a while when we have alot of healers signed i get to spec Enhancement aswell. And our ordinary Enhancement shammy uses what you have written in this thread, Syphon and Rising with WF in both and he has better gear then i do, not alot but better nevertheless. And i say this cause i win dps on 7 out of 10 bosses and on all trash, and still all shamans i know tell me to get a slow offhand and use WF on it, but i cant get myself to do it since none of these shamans has never outdpsed me. So i wanted you guys to explain to me=) my char name is Campsama, so if you check armory you should see my enhancement gear atm.

So from my point of view atm its like slow weps with WF in both hands has the potential to do more dmg but most of the time they dont, while fast offhand with flame gives a more stable but rather high dps. And it feels like a stable dps is better then a maybe high dps=)
I don't even know where to begin on this because the grammar made my head hurt.

It's an understood that slow/slow with WF imbued on both weapons will always outperform a fast offhand with FT or FB. You can read section 1.1.1 for further explanation.
 
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Old 02/27/08, 2:54 PM   #7450
Seidule
Von Kaiser
 
Draenei Shaman
 
Korgath
Originally Posted by Gehenna View Post
The pendent of resolve will not be good, you should have your expertise capped in 2.4, and +100 expertise will basically do nothing.

In Addition, do not bother with swapping totems as it resets the swing timers, you will not gain DPS, you will lose a massive amount.
Yeah -- I tried the totem swap thing last night and it was disaster. Woops!
 
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