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Old 09/07/07, 11:23 AM   #2251
Malan
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A chance for you (yes, You!) to help improve this thread!

I'm working on converting this thread over to the theorycraft wiki, and I need some information. There's a few things that we've discussed that have been lost to the ages but are "common knowledge" that I need some actual math/testing to backup the reasoning for. I've been trying to locate this stuff but I'm failing at searching and having a general lack of time between work/raiding/writing.

So, if people can PM me or post here if they have a link to the info, or if they can rework it here for us, it'd be much appreciated. (Please don't just tell me "its a few pages back" as that could mean anything these days)

Info I need:
  • Do we have some better reasoning for the crit dmg meta gem, other than the rudimentary reasoning I have in the OP right now? Theoretical dps value or something?
  • I have the math showing the new WF as still good for rogues, lacking such evidence for Warriors.
  • Anyone still have a link to Flametongue vs WF for OH?
  • And the big one, I could use some links the original discussions where we illustrated how the WF cooldown makes fast OHs interfere with the procs, I'm lacking a more detailed explanation of it.

Last edited by Malan : 09/07/07 at 12:04 PM.

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Old 09/07/07, 11:23 AM   #2252
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Originally Posted by TradewindKlaatubarada View Post
I liked the sim. I found interesting that at higher level gear, crit gets it's value down. AP is a safe addition all the time. I've socketed all my BT/MH gear with red gems (ignoring +agil bonuses) and then socketed Belt of One-Hundred Deaths with green/blue gems, since I'll keep it for a long time. Altough I could've switched it with a red gem somewhere else, I'll keep the blue/green requirements for metagem there since I doubt I'll change that piece in a long time, whilst socketing +10 STR gems all over other parts.

Interesting data:


I'm in this last situation, just reached 3500 AP raid buffed (altough around 38% crit) and looking forward putting all my gems into STR. I'm hoping to get 45% crit soon when I loot some more agility items and switch some other stuff over, while maintaining 3500 AP due to gems.

Always choosing best AEP gear + socketing STR gems no matter what seems the way to go. Also looking forward to +damage/heal from AP. Definitely STR rocks the charts.
Can not reproduce these results in my sim for second and third quote. What were other stats? Haste, weapon speed, weapon dps and weapon skill? Remember to set Hours to 1000+, 10000 is recommended. Hit should be close to Crit in second quote with Crit still better. Haste is way too small in third quote (maybe you copied armor penetration instead?)
 
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Old 09/07/07, 11:34 AM   #2253
Malevolencia
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Originally Posted by Malan View Post
  • specific reasoning on DW vs 2H for PvE - I know its largely because of flurry/UR uptime, but I lack the specifics, ie - impossible to maintain greater than X flurry uptime with Z crit rate, etc
Well not just that, but DW benefits more from AP than 2h. Since 2h gets it benefit from 1.0 times AP, which Duel Weild gains benefit from 1.5 times AP (since ap affects both MH and OH -- this is if you have capped +hit however). With 0% hit, 2h effectively gains (1.0 * 0.95 hit rate) = 0.95 from AP and DW gains (1.5 * 0.74 hit rate) = 1.11 from AP. As you can see, the more +hit we have (until we reach cap) the greater the difference between the two is. At a certain point (easily reached when raid buffed), this difference in gain from AP will outweigh the bonus base dps of a 2h weapon over similar ilevel 1h weapons.

So uh, in other words, as well as improved uptime of UR, you'll also have higher white dmg while DWing.
 
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Old 09/07/07, 11:39 AM   #2254
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Thanks that's good info.

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Old 09/07/07, 11:50 AM   #2255
 Disquette
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Originally Posted by Malan View Post
[*]I cannot locate the original evidence of the 36% proc rate for DW windfury.
http://elitistjerks.com/455878-post1652.html
 
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Old 09/07/07, 11:50 AM   #2256
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I dual wield because it allows for two weapon imbues, two weapon enchants and gives 1 dps per 10.5 AP rather than 1 dps per 14.

Increased flurry and UR uptime is just icing on the cake.
 
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Old 09/07/07, 12:09 PM   #2257
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Disquette - so it was not a mathematical conclusion, rather, an observed behavior.

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Old 09/07/07, 12:11 PM   #2258
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Originally Posted by Toots Hepcat View Post
[dual wield] gives 1 dps per 10.5 AP rather than 1 dps per 14.
This is a pretty gross oversimplification. The amount of AP needed for 1 DPS scales with the amount of +hit you have, and the ratio at which it scales changes based on whether or not your special attacks are hit capped or not.

Well not just that, but DW benefits more from AP than 2h. Since 2h gets it benefit from 1.0 times AP, which Duel Weild gains benefit from 1.5 times AP (since ap affects both MH and OH -- this is if you have capped +hit however). With 0% hit, 2h effectively gains (1.0 * 0.95 hit rate) = 0.95 from AP and DW gains (1.5 * 0.74 hit rate) = 1.11 from AP. As you can see, the more +hit we have (until we reach cap) the greater the difference between the two is. At a certain point (easily reached when raid buffed), this difference in gain from AP will outweigh the bonus base dps of a 2h weapon over similar ilevel 1h weapons.
This is more or less correct. Another major reason is that you must heavily pad your threat when using a 2Her since a single Windfury is a tremendous amount of threat, which cuts in to your total DPS time. Additionally, it is basically impossible to escape some amount of +hit that inevitably goes to waste when you are using a two-handed weapon, and there is no talent that offsets the extra 6% hit from dual wielding [i.e. you can't spend points elsewhere if you wanted to use a two hander, there are just no other useful points to spend at that point in the tree]. The talents that a Shaman gets are good enough for dual wielding that DW (up to 9% hit) is automatically more sustained DPS than using a 2H weapon (up to 3% hit). The ratio described above is .94:1.245 with a 0/42/19 build, and dual wielding also allows all special attacks to be hit-capped through talents alone.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
 
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Old 09/07/07, 12:14 PM   #2259
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That's correct Malan. Other people, I found out later, had mathematical/theoretical reasons for the 36% being the right number, as opposed to a different number 34 to 37%. I found them compelling enough, and in line with the data enough, that I've used 36% ever since.
 
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Old 09/07/07, 12:27 PM   #2260
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Ok I've added in all the stuff from above.

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Old 09/07/07, 12:53 PM   #2261
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Originally Posted by TradewindKlaatubarada View Post
I'm in this last situation, just reached 3500 AP raid buffed (altough around 38% crit) and looking forward putting all my gems into STR.
How on earth are you getting nearly 2000 AP from raid buffs? The highest I've gotten consistently (and granted, I don't have Ashtongue Talisman of Vision) is 2800-ish, AFTER unleashed rage, and I've only got ~50 AP less than you unbuffed.

Edit: Oh, er, you're wearing a Wavemender's Mantle in your armory profile. What do you usually wear?

Last edited by Xoya : 09/07/07 at 12:59 PM.
 
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Old 09/07/07, 1:20 PM   #2262
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Originally Posted by Yo! View Post
Can not reproduce these results in my sim for second and third quote. What were other stats? Haste, weapon speed, weapon dps and weapon skill? Remember to set Hours to 1000+, 10000 is recommended. Hit should be close to Crit in second quote with Crit still better. Haste is way too small in third quote (maybe you copied armor penetration instead?)
Dragonstrike MH (current dps), Rod of the Sun King OH (with 100 DPS new value).

Both hasted to 2.61 (so I didn't introduce haste but just put the actual speed value that I get from Fists of Mukoa).

356 Weapon Skill Rating (Belt of One Hundred Deaths).

4400 armor on boss (default I think).

23% hit (I assumed it works like 12% from talents + 9% from hit rating in my gear)

The rest as you know. All tests were done at 1000 swings.

EDIT: I think it counted as if I had T6 bonus on tho, obviously I don't. Neither Ashtongue, wich is always up. With Ashtongue up I average 34xx AP. But still, AP shouldn't modify much those values. Btw, could you post the sim somwhere else? All those popups make my Firefox NoScript cry

Valyra, we have same AP when you have flask up :p

Last edited by TradewindKlaatubarada : 09/07/07 at 1:35 PM.
 
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Old 09/07/07, 1:35 PM   #2263
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The maths behind the 36% proc rate is that both hands have 20% chance to proc WF after the CD is over. This can also be written as an 80% chance to not proc WF. Since both actions (weapon swings) can separately start a single event (WF) you can say

0.8 * 0.8 = 0.64 chance for neither swings to proc a WF = 36% proc chance.
 
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Old 09/07/07, 1:39 PM   #2264
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Originally Posted by Malan View Post
  • And the big one, I could use some links the original discussions where we illustrated how the WF cooldown makes fast OHs interfere with the procs, I'm lacking a more detailed explanation of it.

The idea of offhand procs "stealing" mainhand procs came from the Blizzard forums, and I think all the threads about it have been pruned by now. I don't recall any serious evaluation on this forum.

"OH eating MH problem" brought up here, and discussed sporadically over the next 2 pages (earliest post I could find on this forum that mentioned OH swings stealing MH procs): The Change to Windfury and You! (does not apply to warriors)


I posted test results related to this problem on page 11 of that thread. The conclusions I drew from the test at the time were flawed for a number of reasons, but the data is useful at least. I don't think anyone else has posted test data on this problem.

Don't want to quote the entire thing here, but it's on page 11 of the thread. I was using Black Planar Edge/Malchazeen and logging my number of mainhand vs offhand procs to see how it comapared to my mainhand vs offhand white swings.

White swings: 40% mainhand / 60% offhand
WF procs: 43.36% mainhand / 56.64% offhand


As far as I can tell, a fast offhand interferes with your total windfury damage by keeping you on 3-second cooldown a greater portion of the time. It does not interfere with mainhand windfury specifically (i.e. it interferes with MH and OH windfury equally). Several times people have referred to the offhand "eating" or "stealing" mainhand procs but I've never seen any data supporting that and I'm not even sure what it's supposed to mean.
 
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Old 09/07/07, 1:45 PM   #2265
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Yah I dislike the eating/stealing wording as well, and also the notion that it "lowers" your DPS. Its not really lowering anything by using a faster OH, its just capping you at a lower potential DPS.

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Old 09/07/07, 2:04 PM   #2266
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Originally Posted by TradewindKlaatubarada View Post
Dragonstrike MH (current dps), Rod of the Sun King OH (with 100 DPS new value).

EDIT: I think it counted as if I had T6 bonus on tho, obviously I don't. Neither Ashtongue, wich is always up. With Ashtongue up I average 34xx AP. But still, AP shouldn't modify much those values. Btw, could you post the sim somwhere else? All those popups make my Firefox NoScript cry
Tabs with procs and details are not working (no item proc was modelled) - they are for show of what I am going to do. If you think something is missing in design - please point to it.
If you have an idea of better add-free hosting somewhere - I will use it.

Important: If you do not put haste directly but put hasted weeapon speeds instead - the AEP value for haste will be higher than real one.

Last edited by Yo! : 09/07/07 at 2:42 PM.
 
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Old 09/07/07, 2:15 PM   #2267
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Originally Posted by Malan View Post
[*]And the big one, I could use some links the original discussions where we illustrated how the WF cooldown makes fast OHs interfere with the procs, I'm lacking a more detailed explanation of it.[/list]
Originally Posted by Lujaar View Post
The idea of offhand procs "stealing" mainhand procs came from the Blizzard forums, and I think all the threads about it have been pruned by now. I don't recall any serious evaluation on this forum..... Several times people have referred to the offhand "eating" or "stealing" mainhand procs but I've never seen any data supporting that and I'm not even sure what it's supposed to mean.
You may want to use first or fifth picture from this post http://elitistjerks.com/455208-post1615.html

Originally Posted by Nisall View Post
The maths behind the 36% proc rate is that both hands have 20% chance to proc WF after the CD is over. This can also be written as an 80% chance to not proc WF. Since both actions (weapon swings) can separately start a single event (WF) you can say

0.8 * 0.8 = 0.64 chance for neither swings to proc a WF = 36% proc chance.
We are talking about 36% proc chance for each strike to proc WF, not for 2 strikes. It is believed that Blizz uses different proc chance (not 20% but 36%) when dual-wielding for each strike.

Last edited by Yo! : 09/07/07 at 2:23 PM.
 
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Old 09/07/07, 2:34 PM   #2268
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EDIT: Pff, this whole "eligible swings," proc chance per hit stuff is corroding my brain's already poor statistical ability. I've removed possible disinformation until such time that I can better organize it.

Last edited by Toots Hepcat : 09/07/07 at 2:45 PM.
 
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Old 09/07/07, 2:40 PM   #2269
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Originally Posted by Malan View Post
Disquette - so it was not a mathematical conclusion, rather, an observed behavior.
The theoretical explaination is that when you have double Windfury enchants, both enchants have a chance to proc on each swing. This gives a (.8 * .8) 64% of no proc, or a 36% chance of proccing per swing. This also explains why quad procs happened with staggered ranks, as there would be a 4% chance of both windfuries proccing on the same swing.

One thing I've never seen mentioned or tested is if WF buffing both weapons applies even if the other weapon has an enchant other than windfury. It seems unlikely, but is theoretically possible.

(source: WoW Forums -> 2.1 Windfury Is Still Bugged! )
 
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Old 09/07/07, 2:41 PM   #2270
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I like the idea of using that image Yo, but it may be confusing to some people. When examining the graph, combos such as a 3.0/1.0 are in the same region as the 3.0/3.0 combo. Maybe its the scale of the graph - if you were to isolate the ranges of weapons that we're really interested in here (2.8 - 1.4) maybe it would show the effect more clearly?

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Old 09/07/07, 2:44 PM   #2271
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Originally Posted by Toots Hepcat View Post
But a 36% proc chance per HAND would result in an in-game proc rate of around 59%.
Why?
 
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Old 09/07/07, 2:47 PM   #2272
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Been thinking, with the incoming 60% mana reduction to shocks and potential +1000 spelldamage raidbuffed, switching from Water Shield to Lightning Shield in raids will be mana viable, and I suspect very very damage viable also.

There has been any maths on it?
 
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Old 09/07/07, 2:54 PM   #2273
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Yo -- my error here was confusion over the term "eligible white hits." I think I have just about purged it from my brain, but I do need to go over my WWS data to convince myself of that fact.
 
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Old 09/07/07, 2:55 PM   #2274
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Is it realistic to expect over 1k spell damage from enhancement shaman, even with the new buffs to the talents?
 
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Old 09/07/07, 3:00 PM   #2275
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That would require 3,330 AP at the 30% conversion rate. I'm not sure how many people would be seeing that. 700 spell damage is a more reasonable expectation, requiring only 2330 AP.

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