
Originally Posted by Kavan
Thanks for this report. I'm looking now at what happens and the AToI effect you see is transition from AB/FrB3 to AB/FrB4. One issue in play here is the way I have defined this cycle. At this haste levels you have AB at 1.2 sec level and FrB at around 2 sec. This means you have a gray area where you're trading 0.8 sec pause or adding another FrB which would cause you to drop debuff before you start AB. Since the time lost in dropping AB debuff is also 0.8 sec it might be worth considering a cycle where you fill FrB until the debuff is off. Or maybe even using a Scorch as a filler. If anyone has any ideas for some cycles at these haste levels let me know.
One thing to consider about effects like AToI is that the way I'm modeling them now it's only really accurate on single spell chains. At the moment I estimate average haste gained on single spells and then use that as a fixed haste increase on them for composite cycles. Obviously this is not accurate, but it's a good first approximation. If used with AB cycles it essentially turns it into a dynamic cycle which are hard to model. Since the effect is generally weak I'm not planning to add more accurate models of it on AB cycles unless some TC shows that it would be worth considering it.
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Ah, that clears up quite a few things, thanks!
- AToI is averaged, that's explains a lot.
Just curious, do you model the bugged version (the first cast after a proc does *not* get the haste bonus) or the version how it should work (but does not work)?
It doesn't matter much since AToI is pretty bad for anything but AE spam unless it gets fixed.
- FrB3
Is that cycle what it states? You 1 AB + 3 FrB, to get one 2.13s AB (pre-haste) at base mana cost?
My gut feeling from previous calculations with Vontre's is that is lower DPS and only very slightly better mana efficiency than pure FrB spam - in a setting with CoE and WC.
The ideal thing to use is AB3/FrB3, but the AB debuff delay bug kills it.
AB/FrB/AB/FrB/AB/FrB3 is a suggestion of mine. Separate the ABs with FrBs to make sure you get the cast speed debuff, and end with FrB3 to have the debuff stack run out during the following AB.
It's just a suggestion - put it into a sim/sheet and see how it works.
From what I remember, AB/FrB rotations only a tiny bit better than FrB spam and AB spam mixed.
Seeing that you will still run into the same issue of having a 0.8s cast gap for the AB debuff, it's probably not worth it.
What I'd strongly recommend is having a "FrB spam and AB spam only" pattern to fall back to if you run into debuff timing issues.
It avoids timing headache, and is very potent with CoE+WC+4T6, on par with rotations.
I did some testing yesterday with the old Rawr with arcane and haste.
Setup:
50ms latency, 360s fight, 350mp5 SP (a bit high, but 360s fight is long too);
No DSpirit, Imp. MotW, BoK, BoW, AI, IP+ToW+WoA Totem;
+70 dmg flask, +23 dmg food, dmg/crit oil, +40 dmg weapon enchant;
Imp. Scorch, WC, 13% CoS, 10% CoE, Misery;
T6 hat, Amice of the Convoker, Council cloak, Sunfire Robes, T6 bracers, Tyri's Gloves, T6 belt, Leggings of Calamity, T6 boots, Forged Power/Eternal Sage, Hex/Skull, Sunflare, Heart of the Pit, Wand of the Demonsoul.
The Sun King's Talisman, +12 dmg (red), +6 dmg/+5 haste (yellow) as +damage setup.
Loop of Cursed Bones, +6 dmg/+5 haste (red), +10 haste (yellow) as +damage setup.
(Amulet of Unfettered Magics wasn't published then).
I only later realised that this setup lacks 2T5. Doh. Will redo that with Rawr 12 and the new neck.
The base +damage setup had +356 haste. Stat values for gems were:
+12 dmg - 2674, +10 crit - 2032, +10 int - 1756, +10 haste -
1656
Changing Sun King's to Sunfire Pendant (=> +386 haste), values changed to:
+12 dmg - 2708, +10 crit - 2059, +10 int - 1786, +10 haste -
3459
With the damage setup, I had 2193 DPS with +356. Changing gems to more haste one by one, it went down slowly to 2148 DPS at +442 haste, and jumped up again to 2174 at +447 haste with 1 more gem.
442-445 is the step where FB drops under 1.95s (+50ms delay) and we switch to AB/FrB4 cycles.
Mage/Molten Armour and Haste
DPS numbers with the setup above look like this:
2205 (haste, mage) > 2202 (damage, molten) > 2176 (damage, mage) > 2173* (haste, molten)
* - runs OOM
If I reduce the fight length, the highest damage comes from the haste/molten setup.