Haste potion is 400 haste rating for 15 seconds.
Insane Strength Potion is 120 strength for 15 seconds.
For me, at least, Haste rating does more for my dps (per itemization point) than Strength....and even if it doesn't it's in the same ballpark. there's 3.33 times more haste rating than strength, comparing the potions. Thus--it's not even close. Haste wins by a factor of three.
But what about the danger of throwing off your rotation though?
Additionally, would anybody be so kind as to take a look at our WWSes tonight, specifically the Council fight? Today was the first time I was able to get an enhancement shaman in the group as arms (which I started trying recently with the gear shown in my armory), and except for the fact that I still don't know what to do during heroisms, I think I'm getting the hang of it. Any feedback would be great.
Regarding swingtimers: swingerclub
I've made a slightly new approach. Please tell me how correct it is.
Parry is included, but only ghetto style. You don't really need it anyway.
So the main difference is that when you detect a gain of Heroism/Haste/Flurry/Bloodlust you're forcing a call to OnUpdate? Seems like that would improve accuracy. Smaller haste effects probably may need to be added for completeness, though I don't think it's a big deal. (what is DST's proc called? Mongoose's proc? Haste potion? Drums?)
As far as the SPELL_EXTRA_ATTACKS event is concerned, however, I still think we need a more complex solution.
First of all, I swear I've seen stuff like this, though only with instant attacks
0:00.00:You hamstring X <=== sword spec proc'd off this
0:00.05:You gain one extra attacks through Sword Specialization
0:00.25:You melee X <=== the extra attack
0:02.00:You melee X <=== regular attack at the normal swing time (unrelated)
SwingerClub handles that well.
However, it will still be systematically off when a windfury procs, at least according to combat logs I look at, or rather according to when I dump SWING_* and SPELL_EXTRA_ATTACKS timestamps to the screen.
0:00.00:You gain in one extra attacks through Sword Specialization
0:00.05:You melee X <=== sword spec proc'd off this
0:00.25:You melee X <=== the extra attack occurs 100-200 ms later with my latency
For a difference of about 200 milliseconds if you ignore resetting the swing timer on the first melee instead of ignoring the second melee. This would lead to the swing timer resetting 200 or so milliseconds early.
Agree/Disagree?
I can think of a complex set of logical conditions that would lead to ignoring the proper melee (*Assuming* it's always the second one we want to ignore), but it wouldn't be pretty to implement and I fear it would fail under extreme latencies.
If the proc'ing attack is an Auto, than it's easy to ignore the second attack and not the first, but if the proc'ing attack is a hamstring in my example above, that algorithm would fail very quickly. I don't see a truly robust way around it though.
But what about the danger of throwing off your rotation though?
Additionally, would anybody be so kind as to take a look at our WWSes tonight, specifically the Council fight? Today was the first time I was able to get an enhancement shaman in the group as arms (which I started trying recently with the gear shown in my armory), and except for the fact that I still don't know what to do during heroisms, I think I'm getting the hang of it. Any feedback would be great.
240 AP does alot less than 400haste for the dps, even if your swingtimer drops "to low" basically you just put ms/ww on prio then, and slam when they are on cd.
I have DST, shard of contempt and Tsunami. Right now i settled for Shard and Tsunami, but i miss the DST procc. I basically use Tsunami to keep my hit over 9%.
Would you go for surefooted and get DST back in ? or use another combo of these trinkets?
I tried it, it seems good, except that I have no idea how to move, reposition or resize the bar. It looks like it should inherit quartz properties, but it doesn't
Until Doc whips up an options menu, you can do the following:
Where 400 is the X location and 500 the Y location, measured from the bottom left corner of the screen.
A few lines lower there are also some font settings you can play around with.
You can just fiddle with it until you have it where you want it.
By the way, kudos to Doc & others for putting your time into this. An expert swing timer has long been something I wanted, but I don't have the expertise to do it myself.
Smaller haste effects probably may need to be added for completeness, though I don't think it's a big deal. (what is DST's proc called? Mongoose's proc? Haste potion? Drums?)
Yes, not all are in. Locales for different languages are lacking too.
Originally Posted by Chirality
As far as the SPELL_EXTRA_ATTACKS event is concerned, however, I still think we need a more complex solution.
Sword spec always gave me:
SPELL_EXTRA_ATTACKS
SWING_DAMAGE
SWING_DAMAGE
Couldn't test WF so far, but you can give me input if there's something wrong . The combat log is not reliable at all.
I used your timer tonight Doc and it seemed that sometimes it just completely disappears for a swing. Then after the next hit it picks up again and is fine.
Another thing I ran into is, as you already know, minor haste effects throwing it off a little bit.
Other than that it seemed to make only a few wrong turns, but I'm unsure about the conditions at that time.
I know this report is probably not super helpful, but I figured any feedback can be useful.
I used your timer tonight Doc and it seemed that sometimes it just completely disappears for a swing. Then after the next hit it picks up again and is fine.
I think this might have something to do with windfury. I had same problem with bar disappearing but once our enhancement shaman left the raid, it displayed every swing again.
I used your timer tonight Doc and it seemed that sometimes it just completely disappears for a swing. Then after the next hit it picks up again and is fine.
I already fixed it completely, since I was in BT this evening.
I already fixed it completely, since I was in BT this evening.
I've been using Charsi's Swing.lua (which he actually removed) which has been far more accurate than the Quartz default, obviously. I compared it with your DocsSwingerclub yesterday and the timers were exactly the same when I tried them both above each other on a Servant in BL.
Could you post the new "fixed" version, dr_AllCOM3? I'd like to try it in our raid tonight, too.
Edit: DocsSwingerclub is definitely more accurate in a raid environment.
Is there any damage tracking site like WWS that actually tracks the benifit of Blood Frenzy to a raid?
I put a request in to see if they could add it to recount but they said no new features for now.
Basicly my guild is all about indiviual dps. Its melee heavy but since the 4% bonus doest show up anywhere they feel i should go fury.
Is there any damage tracking site like WWS that actually tracks the benifit of Blood Frenzy to a raid?
I put a request in to see if they could add it to recount but they said no new features for now.
Basicly my guild is all about indiviual dps. Its melee heavy but since the 4% bonus doest show up anywhere they feel i should go fury.
go to "who hits whom" and select the mob you were beating on, then go to breakdown and it should show you all the sources of damage. take the physical number and divide that by 1.04. That's what your raid would have done in terms of physical dps without blood frenzy.
Is there any damage tracking site like WWS that actually tracks the benifit of Blood Frenzy to a raid?
I put a request in to see if they could add it to recount but they said no new features for now.
Basicly my guild is all about indiviual dps. Its melee heavy but since the 4% bonus doest show up anywhere they feel i should go fury.
Just because it doesn't say
Blood frenzy = x dps
doesn't mean you shouldn't use it, do your warlocks all use doom because of personal dps and not use reckless/shadows/elements?
O i know we should use it, im just saying until its written out for these guys they wont understand.
And i was looking for more of something like blood % frenzy uptime * physical damage*.04%
Actually i plan on requesting that as an addition to WWS, even if it was in ( ) under the warrior(s) that applied the buff, without adding the dps directily to the warrior it would be a good reference to understand how benifitial the buff actually was on a perticular raid.
Honestly my guild leaders only cares about personal dps on bosses, not overall data raid. So it really doesnt pay to be a supplimental warrior (blood frenzy, solariarn sapphire, imp demo).
doesn't mean you shouldn't use it, do your warlocks all use doom because of personal dps and not use reckless/shadows/elements?
In my guild...yes. And I hate them for it.
The point is though, you have to carefully calculate such things as Blood Frenzy. You can look through a WWS report and see all the physical damage and calculate that
Honestly my guild leaders only cares about personal dps on bosses, not overall data raid. So it really doesnt pay to be a supplimental warrior (blood frenzy, solariarn sapphire, imp demo).
Let's not mince words: Your guild leaders are fucking fools if that's what they really think matters.
The point is though, you have to carefully calculate such things as Blood Frenzy. You can look through a WWS report and see all the physical damage and calculate that
Let's not mince words: Your guild leaders are fucking fools if that's what they really think matters.
I like your equation on single bosses, but multiple mobs you might not have blood frenzy up on all of them the whole time, so this would inflate the damage gained by some. Can you think of any way to take that into effect with the ways we have to track damage so far (recount or wws)?
Basicly i want to be able to send a complete idea to the WWS developers to see if we can get something added to it.
Individual DPS is usually compared on specific encounters (Teron, Brutallus) and against a single target you can assume blood frenzy will always be up, so just use the above calculation, figure out how much blood frenzy added, add it to your own DPS and inform your raid leaders and be done with it. I doubt the WWS developers would be interested, since it's easy enough to calculate where it matters (i.e., DPS-check bosses), and if they were to track blood frenzy they would presumably also be obliged to track CoS, CoE, CoR, misery, shadow weaving, ISB, scorch, winter's chill, expose weakness, sunder, faerie fire... and if we're tracking all that it'd be kind of silly to leave out group buffs, and this is all far too much.
If your raid leaders not only pay attention to individual DPS numbers only, but also pay attention to trash numbers moreso than boss numbers... just wow.
swingerclub
Should work correctly now, with Ace3 (not included yet). Half of a config is in there, at least the preperations.
After a full night of raiding in BT here are my impressions:
Haste and SwordSpecs (off of instants) are handled very well.
However: The extra attack off of windfury causes a significant (half-second plus) error that throws off swings, because the first swing after windfury is the 'correct' swing to reset on, and the swing after should be ignored (the reverse is implemented in SwingerClub).
Perhaps the following can be done:
When you detect a SPELL_EXTRA_ATTACKS event, try checking if spellName =="Windfury Attack". If so, then reset the swing timer on the *first* detected swing after SPELL_EXTRA_ATTACKS and ignore the following swing--that should remove the error due to windfury attack changing the timer, because Windfury has seemed very consistent in how it's reported in the combat log (to me).
Sword Spec's off of Slam, or instants cotemporal with autos, may remain a problem, however, because I'm not convinced that the reporting of an extra attack is consistent unless the extra attack is proc'd from an auto.
I'll try to implement this in my modified Quartz Swing.lua--but may not be able to test it in a raid setting for a few more days.
swingerclub
Should work correctly now, with Ace3 (not included yet). Half of a config is in there, at least the preperations.
I am having trouble using the addon. I can't seem to find the right command to enable docsswingerclub. I have the docsswinger club folder in he correct folder (Addons). It is also appearing on my addons list on the character selection screen.
Is there a command to enable this addon? Do I somehow need to add the Ace3 lib's to the docsswingclub folder?
Any help would be appreciated.
I am having trouble using the addon. I can't seem to find the right command to enable docsswingerclub. I have the docsswinger club folder in he correct folder (Addons). It is also appearing on my addons list on the character selection screen.
Is there a command to enable this addon? Do I somehow need to add the Ace3 lib's to the docsswingclub folder?
Any help would be appreciated.
It enables itself once you start attacking a mob, there's no config available apart from editing the .lua file yourself to fit your position/size needs.
It enables itself once you start attacking a mob, there's no config available apart from editing the .lua file yourself to fit your position/size needs.
That was the first thing I tried after I installed the addon. It doesn't show up at all.