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Old 06/26/07, 5:44 PM   #126
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
That haste range represents an amount of haste such that a typical main hand (speed 2.6+) will get 2 main hand swings inside your windfury dead zone as opposed 1 main hand swing in dead zone and then 1 shortly after the dead zone cools down.

Even though this haste increases white damage linearly, in this range it causes a dramatic drop in the % of swings that will proc windfury so the reduced yellow damage is greater than the increased white damage.

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Old 06/27/07, 3:57 AM   #127
Aeolian
No.
 
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Draenei Shaman
 
Skywall
Appreciate the answers.

Last edited by Aeolian : 06/28/07 at 6:23 PM.

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Old 06/27/07, 4:13 AM   #128
songah
Glass Joe
 
Orc Shaman
 
Detheroc
A real quick off the haste topic....

Would +weapon skill matter much? I'm not too aware of the mechanics but is it worth wearing specific items for the skill?

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Old 06/27/07, 6:17 AM   #129
Sebudai
Soda Popinski
 
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Sebudai
Orc Hunter
 
No WoW Account
I've been wondering just how good weapon skill is for us also. I've been mainhanding Rising Tide over Syphon of the Nathrezim, mainly because of the orc racial. I'm not certain that this is the best way to go, though.

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Old 06/27/07, 6:50 AM   #130
outaimusha
Glass Joe
 
Draenei Shaman
 
Lightbringer
Alright, I saw a clear clarification that the best speed for an offhand is 2.6, but what about the main hand? Does it just not matter, or would that be around 2.6 as well. I would for some reason imagine it needs to be a little faster then that. Because you're wanting the next hand to have a chance to proc WF after the cooldown is up to be the main hand. If they are the same speed, it would be an = chance. Which would not be optimum. Correct?

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Old 06/27/07, 7:16 AM   #131
Tenu
Glass Joe
 
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Troll Shaman
 
Ravencrest (EU)
Originally Posted by outaimusha View Post
Alright, I saw a clear clarification that the best speed for an offhand is 2.6, but what about the main hand? Does it just not matter, or would that be around 2.6 as well. I would for some reason imagine it needs to be a little faster then that. Because you're wanting the next hand to have a chance to proc WF after the cooldown is up to be the main hand. If they are the same speed, it would be an = chance. Which would not be optimum. Correct?
It's generally considered advantageous to have matching weapon speeds, both as slow as possible (2.7 is better than 2.6 etc, although weapons slower than 2.6 are quite uncommon). The reason to match speeds is to take advantage of the apparent property of both weapons swinging only eating 1 charge of flurry, thus increasing your flurry uptime.

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Old 06/27/07, 7:38 AM   #132
Malacort
Glass Joe
 
Tauren Shaman
 
Executus
Originally Posted by Sebudai View Post
I've been wondering just how good weapon skill is for us also. I've been mainhanding Rising Tide over Syphon of the Nathrezim, mainly because of the orc racial. I'm not certain that this is the best way to go, though.
how is that working out for you?

I recently got a Syphon, and I noticed that despite the minor speed difference, Netherbane in my offhand steals mostly all of my windfurys. So I switched Netherbane mh & Syphon oh and it seems to be working out alot better.

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Old 06/27/07, 9:27 AM   #133
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by outaimusha View Post
Alright, I saw a clear clarification that the best speed for an offhand is 2.6, but what about the main hand? Does it just not matter, or would that be around 2.6 as well. I would for some reason imagine it needs to be a little faster then that. Because you're wanting the next hand to have a chance to proc WF after the cooldown is up to be the main hand. If they are the same speed, it would be an = chance. Which would not be optimum. Correct?
The issue is the itemization just isn't there. There is no OH slower than 2.6, so there is no reason to get a MH slower than that either (although there aren't many that are slower).

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Old 06/27/07, 11:31 AM   #134
• Relwin
Motherfrakkin' Tigh
 
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Orc Hunter
 
Mal'Ganis
Originally Posted by Malan View Post
The issue is the itemization just isn't there. There is no OH slower than 2.6, so there is no reason to get a MH slower than that either (although there aren't many that are slower).
http://www.wowhead.com/?item=29996 begs to differ with you.

i warned you about toasters bro

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Old 06/27/07, 11:50 AM   #135
Negative
Von Kaiser
 
Troll Hunter
 
Illidan
1) Good luck taking that from a Rogue/Warrior based solely on the proc (granted, most Rogues I know that are good don't go Maces nowadays).

2) Most guilds aren't killing Kael at the moment. Just because it's in the game doesn't mean it's as accessible as the Cleaver to most people.

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Old 06/27/07, 12:16 PM   #136
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Negative View Post
1) Good luck taking that from a Rogue/Warrior based solely on the proc (granted, most Rogues I know that are good don't go Maces nowadays).
There is always http://www.wowhead.com/?item=32262


Originally Posted by Sebudai View Post
I've been wondering just how good weapon skill is for us also. I've been mainhanding Rising Tide over Syphon of the Nathrezim, mainly because of the orc racial. I'm not certain that this is the best way to go, though.

There was a several threads in this forums about weapon skill in TBC but it seems there is still no reliable answer on this. If that famous blue post about weapon skill has right values, then weapon skill point to point (considering item budget) better than hit raiting or crit raiting.

42.

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Old 06/27/07, 12:50 PM   #137
Negative
Von Kaiser
 
Troll Hunter
 
Illidan
Originally Posted by Kirion View Post
There is always http://www.wowhead.com/?item=32262





There was a several threads in this forums about weapon skill in TBC but it seems there is still no reliable answer on this. If that famous blue post about weapon skill has right values, then weapon skill point to point (considering item budget) better than hit raiting or crit raiting.
I'm really liking that mace. Just a little ways off for me, though.

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Old 06/27/07, 2:25 PM   #138
martin0641
Glass Joe
 
Tauren Shaman
 
Tortheldrin
Weapons

Actually the old style PvP weapons which are very much accessible to us all are 2.9 weapon speed, even if they are only 60 DPS. I currently use the Wolves Paw at 2.5 speed and 87DPS and a level 70 Green fist at 2.6 speed to try and get the WF in my favor. I also use the WF cooldown timers to try and get the most bang for my buck.

My question is about the hit rating. I am at 204 and I still miss things, and after looking around it seem most people believe that like 24.6% is some kind of magical level where you wont miss at all if attacking from behind. Is there creedence for this? To get my hit rating up there I would have to either swap some Crit gems out or use the Poison vial. I'd like to know if aiming for the 225 is really going to make the difference up.

The only person in the guild who is comparable to me in damage is a guild Shadow priest, and he's a tailor with everything he'll need before black temple. We fight for it back and fourth, is there any chance the 225 will give me the edge?

Also, since in raids I can get my crit to almost 44% (With over 2-2.3k attack power) my flurry is always on, would having same speed weapons really benefit me? The way people make it sound getting a pair of 2.9 speed weps would make up for the 60DPS, so why get the new 98DPS slow PVP weps?

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Old 06/27/07, 2:55 PM   #139
Pater
Don Flamenco
 
Tauren Druid
 
Khadgar
Your base miss rate for white attacks is 24% against even-level mobs, and 25.5% is the accepted figure for boss (L73) mobs. But many of us believe (mostly because of calculation rather than testing) that hit rating is less important than your other stats, even before you hit the cap. There are a few reasons for this: hit only increases white damage--since the base yellow miss rate is 5%, you cap that quickly, so SS and WF get nothing from increased hit, except the marginal improvement in WF proc rate per time resulting from hitting slightly more with white attacks. An additional reason crit is strong compared to hit is that crit produces more UR and flurry procs.

Your current weapon combo is pretty good, as is your gear selection overall. You will see a very good DPS upgrade by getting the Merciless Gladiator's Cleaver (or hammer) for MH first, then OH. The first post in this thread has some good ideas for your OH until you get Merciless Gladiator's.

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Old 06/27/07, 3:01 PM   #140
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
After reviewing some of the modeling results I've dropped something like 2-3% of my Hit items and replaced with Crit instead and have seen significant DPS increases as a result.

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Old 06/27/07, 5:04 PM   #141
martin0641
Glass Joe
 
Tauren Shaman
 
Tortheldrin
+Hit

So what would be a safe rule for +hit in general? 200? 150?

And has anyone done modeling for the benefits of atk vs. crit? The way I imagine things , I would have to get my AP very very high for my hits to make up the difference of a very high crit rating (especially since the flurry would be less).

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Old 06/27/07, 5:13 PM   #142
Pater
Don Flamenco
 
Tauren Druid
 
Khadgar
I don't believe anyone has researched the question "how low do you have to let hit drop before it starts to be a more important stat than crit (or str)?"

My take on it has just been to use the lootzor weights we calculated (see my sig) and pick upgrades based on that. The most radical thing I did was to replace a bunch of my gems with 8 str.

As far as your second question, that's answered in the original post of this thread. The weights I use are
Str = 1.1
Agi & CR = 1.0
HR = 0.7
AP = 0.5


Because of the itemization formula, you don't really care whether you see str, agi, cr, or AP on an item--they're equally good (within 10% weight of each other). (Bear in mind, though, as always, that you'll get more benefit if there are several stats than if there are few stats.) Seeing a little hit on an item is OK, but a lot of hit on an item probably means it's not very good compared to other items of the same ilvl.

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Old 06/27/07, 7:50 PM   #143
Morelis
Piston Honda
 
Draenei Shaman
 
Lightbringer
Originally Posted by Pater View Post
I don't believe anyone has researched the question "how low do you have to let hit drop before it starts to be a more important stat than crit (or str)?"
I posted something similar a few days back and found that according to your sim +hit offers similar benefit weather you're adding hit rating starting from 0 or adding the same amount to cap yourself. The aspect I didn't look at was if the value of str or crit changed when hit was changed. Is there reason to think they would?

Originally Posted by Morelis View Post
When Pater posted his sim one thing I checked right off was whether the relative value of hit rating changed depending on how much you had. I put in regular raid buffed values and lowered the +hit from gear to 0%, then I increased it by 5% and ran it again. I then did the same change again, going from 11% to 16%. The results came out as such:

0% -> 5% (9% -> 14%)
847.5 -> 875.8 = 28.3 DPS gained

11% -> 16% (20% -> 25%)
910.4 -> 940 = 29.6 DPS gained

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Old 06/27/07, 8:54 PM   #144
Tornhoof
Piston Honda
 
Tauren Shaman
 
Die Silberne Hand (EU)
Originally Posted by Pater View Post
I don't believe anyone has researched the question "how low do you have to let hit drop before it starts to be a more important stat than crit (or str)?"
My personal opinion is less than 9% hit, that would mean that yellow swings could still miss, below that point it will be certainly more worth than now. But since we can easily get 9% +hit from talents it should be easy.

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Old 06/27/07, 9:07 PM   #145
Sebudai
Soda Popinski
 
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Sebudai
Orc Hunter
 
No WoW Account
I've been sitting at 100ish hit rating for a long time, in addition to the 9% I get from talents. Hit has been wildly overblown for a while now, most likely because it is so good for rogues and warriors, and those were the people we asked for advice when enhancement became viable.

I follow the weightings outlined in threads like this and it has always worked out fine. I'll gladly post a WWS of pretty much any encounter. People with like 200+ hit rating and +8 hit gems in every socket are just making a big mistake.

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Old 06/27/07, 9:20 PM   #146
Suazo
Glass Joe
 
Troll Shaman
 
<SLV>
Hellscream
so what is the general consenus on +hit then?

I understand how much is needed to get 99% hit, but at what point does it stop being more effective than the rest of your gear?

I see tons of values posted but too many mix my head up it would seem. A straight answer might help a bit more.

Also wouldn't mind any general tips on my current gear and talent set-up!

edit: meaning to move points around in talent set up towards weapon totems and maybe 2H for general pvp fun

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Old 06/27/07, 9:40 PM   #147
Pater
Don Flamenco
 
Tauren Druid
 
Khadgar
Sorry for forgetting that you had posted that, Morelis!


@Suazo, check my sig for explicit gear recommendations. If you're looking for a simple instruction, it would be "Get STR/Crit/Agi/AP. Ignore Hit. Avoid INT/MP5."
You're definitely taking the right approach with your current gear. Get a slower OH if you can (see top post for suggestions). Your DPS will probably improve if you swap out all gems for 8 STR or 8 CR. I don't see any problems (from a DPS standpoint) with your talent build.

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Old 06/27/07, 10:44 PM   #148
Donzilly
Von Kaiser
 
Draenei Shaman
 
Crushridge
I have a question that isn't directly relative to this thread but something is seriously wrong with either enhancement aggro or our tanks.

Basically, I was under the assumption that if you give a tank a 8-12 second head start on any decently hard hitting mob without a deaggro (From trash to bosses), that he should be able to hold aggro over you no matter what. I can understand pulling aggro off an ms warrior after he's had it for 10-15 seconds because of poor threat generation but this is now the 2nd time I've pulled aggro from a tank at sub-10% on one of Vashj's Melee Guardian adds the spawn in phase 2. I give the tank about 10 seconds to position it while i avoid cleave/drop totem/wait etc. and now have ended up pulling aggro at low % and dying. I'm not getting huge crits (i.e. 2, 2k + windfury) its just basically pretty normal damage. I didn't even have Hourglass in because I use my pvp trinket to escape roots in a dire situation.

How are you guys avoiding stuff like this or is this not even an issue for most of you? Most of the time KTM isn't helpful as so many things have already been tanked/KTM isn't set to my target, I have no idea about how much threat the tank has except basically by how long he's had aggro/how many sunders on it, and have no way to gauge my threat accordingly. I'm just under the assumption tank should be doing 800-900 TPS, at best I'd be doing about that; tank has 10 second start, there's no way it should be possible for me to pull aggro.

http://ctprofiles.net/2303173

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Old 06/27/07, 11:08 PM   #149
caladein
Bullets of Pure Love
 
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Goblin Hunter
 
Wildhammer
Originally Posted by Donzilly View Post
How are you guys avoiding stuff like this or is this not even an issue for most of you? Most of the time KTM isn't helpful as so many things have already been tanked/KTM isn't set to my target, I have no idea about how much threat the tank has except basically by how long he's had aggro/how many sunders on it, and have no way to gauge my threat accordingly. I'm just under the assumption tank should be doing 800-900 TPS, at best I'd be doing about that; tank has 10 second start, there's no way it should be possible for me to pull aggro.
Easy answer? Get your raid to switch over to Omen as it can handle per-target threat. If your RL or whoever is in charge of mod selection reads these boards, there's a thread in progress.

The hard answer basically has you survey all your OTs for their average TPS or just trash your DPS, both of which are less then ideal.

Last edited by caladein : 06/27/07 at 11:09 PM. Reason: Grammar fix.

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Old 06/28/07, 12:29 AM   #150
Khlysti
Ithyphallic
 
Night Elf Death Knight
 
Silvermoon (EU)
If you aren't in a guild running omen then you just need to know how well each tank individually is at generating threat, and lower dps if you are on a mob with a poor tank. In the long run if you can prove that tank is worse than others then getting his class leader / some officer to help him work on better threat gen is a good idea. There are quite a few fights later on where dps needs to be very high right from the go, and low threat tanks will cause you alot of problems. That said, if a tank is actually good at threat gen then there is very little in game you should ever be able to peel off them (bar trash, which often hits so weak their threat gen is alot lower).

As to gear, I'm now down to 110 hit rating (and that may well drop further if I get a 2nd decent trinket). I am however giving a trial to both -armour (Choker of Serrated Blades) and passive haste (two Band of Devastations and Fists of Mukoa). Its clear from some very simple testing (my average raid dps) that the passive haste is an awesome boost, but with the random nature of shaman dps it is harder to quantify exactly how much the +haste is worth.

The -armour I am less sure on however. I know its a dps boost, but has anyone tested how it compares to hit/crit/ap in terms of how much it costs in the budget?

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