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Old 12/07/07, 6:43 PM   3 links from elsewhere to this Post. Click to view. #1776
 Vontre
V0-NT-R3
 
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Mal'Ganis
It depends on if procs can overlap or not. My brain hurts at the moment. But don't forget that you need a better formula if procs can overlap.

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Old 12/07/07, 6:50 PM   #1777
Vannik
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Hyjal
Originally Posted by ebbv View Post
I'm pretty sure haste doesn't reduce or increase latency, ergo why I continued to use the 92ms figure even for full length casts. Please direct your derogatory tone elsewhere, it's not at all helpful.
If your spell cast is 3 seconds long and there is 92 ms of lag. (3.092-3 = .092) which is what your numbers were quoting, but you had haste on . . . if your spell casts are 2.87 seconds long (because of the haste you had) 3.092 - 2.87 =! .092.

Do you see how haste makes your fireballs cast faster? The new number for the 3 seconds should be your modified haste-related spell time on fireball.

Sorry if I sound degrading , but I do not understand how this logic is wrong. You also were the first to have a condescending tone. I digress; if you can explain the flaw in my logic here, that'd be fantastic. As it stands right now you're subtracting the total tooltip time minus your total casting time, which to me sounds inaccurate. If the game can que a new spell up 2.87 seconds after the first one, it doesn't seem logical to not include the decreased spell time by the math you are doing (total latency between spells). You would figure that the latency would be the total spell time subtracted by the hardset code in the game of when the spell is finished, and a new one could be casted.

If I am wrong, which I may be, then I apologize. If I'm not, I'm sorry it took 5 posts to show you how haste effects your spellcasting.

P.S. I assumed you had a typo when you said 92ms of 392ms of cast time is 2.9%, i concluded you meant 3.092s

Last edited by Vannik : 12/07/07 at 6:55 PM.
 
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Old 12/07/07, 6:53 PM   #1778
 Vontre
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Mal'Ganis
1 - [(1 - procChance)^(duration / castTime)] = uptimePercentage

Basically it's the inverse of the chance for the trinket to not be active.

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Old 12/07/07, 7:11 PM   #1779
ebbv
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Originally Posted by Vannik View Post
If your spell cast is 3 seconds long and there is 92 ms of lag. (3.092-3 = .092) which is what your numbers were quoting, but you had haste on . . . if your spell casts are 2.87 seconds long (because of the haste you had) 3.092 - 2.87 =! .092.
No, my friend. The 92ms figure was from my previous post, where the 2.87s cast time was taken into account. You are way off base here. And yes you are being incredibly insulting for no reason, which is especially bad because you are the one who is confused and wrong.

To be clear: my first round of "tests" (I hesitate to call them that because they were so short) were wearing haste gear with 2.87s cast times and I took that it into account. My more recent test was with no haste gear and 3.0s cast times because people didn't like the haste gear.
 
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Old 12/07/07, 7:18 PM   #1780
Hate Monkey
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Arthas
Vannik are you not understand a few of ebbv's posts or something?

With straight Fireball spam, he had an average of 92ms delay between all the Fireball tests.
With a 3 Fireball/Fireblast rotation, he had an average of 333ms delay because of the GCD incurred by the GCD.

Now when you factor in the bug of Ignites not stacking when Fireblast and Fireball crits at the same time, and the fact that at a certain level of gear, a Fireblast crit will do about 1/3 that of a Fireball. Combine those two flaws of that cast rotation, and you'll see that it is in fact, not worth using a Fireblast rotation past about a T4 content level. But then again, this varies depending upon effective crit rate too.


On a completely different note, has anyone crunched the numbers yet with a full Haste set of gear, 10-15% or more, at the T6 gear level, with a 35%+ crit rate raid buffed, where does the dps end up if you stager Bloodlust, IV, Skull, rather than popping them all at once to get the rolling bugged ignites going? Should have like 2.2ish second cast fireballs at this point.
 
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Old 12/07/07, 8:06 PM   #1781
Vannik
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Hyjal
Originally Posted by Hate Monkey View Post
Vannik are you not understand a few of ebbv's posts or something?

With straight Fireball spam, he had an average of 92ms delay between all the Fireball tests.
With a 3 Fireball/Fireblast rotation, he had an average of 333ms delay because of the GCD incurred by the GCD.

Now when you factor in the bug of Ignites not stacking when Fireblast and Fireball crits at the same time, and the fact that at a certain level of gear, a Fireblast crit will do about 1/3 that of a Fireball. Combine those two flaws of that cast rotation, and you'll see that it is in fact, not worth using a Fireblast rotation past about a T4 content level. But then again, this varies depending upon effective crit rate too.


On a completely different note, has anyone crunched the numbers yet with a full Haste set of gear, 10-15% or more, at the T6 gear level, with a 35%+ crit rate raid buffed, where does the dps end up if you stager Bloodlust, IV, Skull, rather than popping them all at once to get the rolling bugged ignites going? Should have like 2.2ish second cast fireballs at this point.
Your first parsings have ignore 20% of your long casts. Let's neglect completely how you may have had a different ingame latency between days and times of testing things.

You said "Ignoring the first set, the last 4 still each took an average of 635ms longer than we'd expect to complete the rotation. That is to say that our 7.24sec rotation becomes 7.875sec rotation in reality, and that means that 8% of your cast time is being eaten up by latency."

you can't have a 7.24 second rotation, it's capped at 7.5. I think people arn't worried about the haste, they are worried that you're adding increased lag because of the cooldown. if you go buy your first set of data, which i would prefer since it was all taken at the same time, 7.875-7.5 = .375 / 7.5 = 4.7%. fireball spam gave you 2.9%. Now if you include your new data WHILE STILL hitting the GCD (which is why people said a 3/1 rotation would be better: 333ms => 4.2%

IF you're still getting clipped by GCD then of course you'll do more dps with fireball spam. If you're stacking x ammount of haste, of course you will do more dps with fireball spam, because as haste increases the 2x1 rotation decreases in theoried value.

I'm not being derogatory, but if the gcd is effecting your next cast, it will obviously increase your latency. We all know this.

The math in your first test was caluclated wrong, competely. it wasn't a 7.24 second rotation. I'm sorry but it was the first post from you on this topic, and it was wrong, so yes it'd be good to get clarification rarther than "this is what it is".

Your second test you said still clips your GCD as well, so, to eliminate this from the equation, try a 3xfireball fireblast rotation and see if you still get this discrepency. This will validated you completely.

Edit: I'd like to note that my original intent of this post of the rotations was to try to figure out why people said "with t6 level gear you'd be better off fireballing." because with 0 haste (possible if you gear soley dmg/crit) this may not be the case. 5% increase dps with fireblast - 2% ms lag => fireball/fireblast still wins with 0 haste.
 
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Old 12/07/07, 8:12 PM   #1782
ebbv
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Destromath
Originally Posted by Vannik View Post
Your first parsings have ignore 20% of your long casts. Let's neglect completely how you may have had a different ingame latency between days and times of testing things.

You said "Ignoring the first set, the last 4 still each took an average of 635ms longer than we'd expect to complete the rotation. That is to say that our 7.24sec rotation becomes 7.875sec rotation in reality, and that means that 8% of your cast time is being eaten up by latency."

you can't have a 7.24 second rotation, it's capped at 7.5. I think people arn't worried about the haste, they are worried that you're adding increased lag because of the cooldown. if you go buy your first set of data, which i would prefer since it was all taken at the same time, 7.875-7.5 = .375 / 7.5 = 4.7%%. fireball spam gave you 3.1%. Now if you include your new data WHILE STILL hitting the GCD (which is why people said a 3/1 rotation would be better: 333ms => 4.2%
Yes, it was capped at 7.5 due to only 1/3 Imp Fireblast, which is why I redid it with 3/3 Imp Fireblast and 3.0sec Cast Fireballs. So everything you're saying here is irrelevant. This was all discussed on previous pages.

IF you're still getting clipped by GCD then of course you'll do more dps with fireball spam. If you're stacking x ammount of haste, of course you will do more dps with fireball spam, because as haste increases the 2x1 rotation decreases in theoried value.

I'm not being derogatory, but if the gcd is effecting your next cast, it will obviously increase your latency. We all know this.
You can't avoid waiting for the GCD, a 3/1 rotation does nothing against this. The 3/1 rotation was to account for 1/3 Imp Fireblast. Again you are the one who is confused and not understanding what's been discussed already.

The math in your first test was caluclated wrong, competely. it wasn't a 7.24 second rotation. I'm sorry but it was the first post from you on this topic, and it was wrong, so yes it'd be good to get clarification rarther than "this is what it is".

Your second test you said still clips your GCD as well, so, to eliminate this from the equation, try a 3xfireball fireblast rotation and see if you still get this discrepency.
Again, 3/1 does not avoid the GCD, because whenever you hit Fireblast you have to wait for the GCD.

I'm going to just ask you to stop responding at this point because you are wasting a lot of space in this thread. If you have further questions feel free to PM me.
 
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Old 12/07/07, 8:31 PM   #1783
Vannik
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Hyjal
Didn't know you moderated the boards, but you seem to be getting quite angry when people question your math. I understand the GCD will effect the fireball after the fireblast. . .

I'll PM you sir, but please, don't tell me I am wrong when I am not. I admit the way you calculated fireball latency wasn't as clearly set up as your fireblast rotation, so I assumed you did both wrong. (you proved one, not the other, the one proved was incorrect, so logically. . . ) Comparing such small parses coupled with different times of logging in could definately add +12 mslag /second that you get with the GCD effect on fireblast rotation.

Please, next time you have a problem with someone when they prove you are incorrect, don't take so much offense to it, and explain your math. Some of us are actually people with advanced degrees in the sciences and arn't very dumb and like intelectual conversations without people getting angry when they are questioned. I recommend you never get a Ph.D.

PM incoming

P.S. Like my initial post that started this conversation, which is why ebbv posted all this to begin with, I did all my calculations to prove that +Dmg isn't what makes the rotation for fireball spam, it's dependent on haste. All this conversation has said is that i need to add 0.012 ms/sec of casting, which still with no haste, and taking into effect 10% of fireblast ignites going out due to bug, it's still favoring the 3/1 rotation.

Last edited by Vannik : 12/07/07 at 8:46 PM.
 
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Old 12/08/07, 9:10 AM   #1784
Etherealz
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Kel'Thuzad
Originally Posted by Rounced View Post
I don't get why people keep saying this. One aspect of the "fix" to the casting mechanics is that it should turn 1.5s casts into true 1.5s casts. Thats why the GCD occurs whenever you request a spell.

I think the real problem is that we are all relatively proficient at using Quartz and /stopcasting so that we can aim for "button up" right when the casting bar hits the red but since Quartz doesn't run with an instant cast spell we lose that frame of reference and our "button up" occurs with a slight delay.

Just did some testing on the PTR. Cast 20 Fireballs and 28 for each of the other spell sets.

Casting with Quartz and aiming for "button up" at the red
Fireball - average 3.046
Scorch - 1.602


Spamming cast button as fast as I could
Scorch - 1.56
Ice Lance - 1.593


With all the sets I had several casts under the 1.5s mark which leads to an interesting question; is the lag due to me or the mechanics of the new system?

Fastest Casts (no haste gear)

Fireball - 2.719
Scorch - 0.969

Scorch Spam - 1.312
Ice Lance Spam - 1.375

Being able to cast under the supposed minimum casting time also seems like it should be worth exploring to see if it is real or just due to the data being recorded on my client and the latency between my client and the server causing the discrepancies.

So does anyone want to pull out a G15 and go after Dr Boom with Ice Lance and Scorch spam again (Manly)?
refer to post 1787 - this one was inaccurate.

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Old 12/08/07, 10:26 AM   #1785
Rouncer
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Originally Posted by Etherealz View Post
I can assure you that instant cast spells will give you latency issues - and I am using the G15 spam cast methodology. My average fireball cast is very close to the true 3s fireball - obviously not counting the initial latency during the start of chain casting.

Just to be sure - I went on live realms and tested this - using a g15 with a very small delay - it took 5 minutes for me to get an entire rotation behind. I have a 180 ping on live at the moment. And coincidentally 7.5s over 39 fireblast rotation sets is 192ms on each fireblast.

Similarly I did a test with just fireball spam - and in that same 5 minutes I was about 1.5s behind. Take 200ms off for the start of the chain and that a 13ms delay per fireball - which matches pretty well since my keystroke delay is about double that.

Edit: I also made sure to take off all haste gear during the test - And also, I think maybe you have instants and 1.5s channeled spells a bit confused .
I'm a bit confused as to what if anything you are establishing there.

5 minutes to do what? 1.5s behind what? 200ms and 13ms over what number of casts and with what keystroke delay??? What the heck is "G15 spam cast methodology"?

are you using a G15 to spam cast Fireball?!?!? Have you read any of the thread previous to the release of 2.3??? Where they showed that spam casting using a G15 on a spell with casting time should destroy your casting time since you will be introducing a GCD with every "key press" and have the spell request only sent to the server once the server responds back that the spell completed, which completely removes any advantages from the new casting system. If you were still getting true 3 second casts using a G15 to spam the server then everything that so many people proved during the testing for 2.3 has just been completely invalidated and I guess everyone better run out and buy a G15 ASAP and set it for a very small delay and just spam away.

(if that isn't what you are doing then I apologize for my sarcastic response but I really can't follow what you are saying you did from your post)

My spam casting was only to test with instant cast and 1.5s spells and the results were clearly within the realm of uncertainty (1.56s average for Scorch and 1.593s average for Ice Lance) to show that the instant cast mechanics are detrimental to its use in a rotation. There seems to be an average delay per spell cast request and that may influence whether the rotation is a dps boost or not but nothing that I have seen leads me to conclude that incorporating an instant cast spell gives any additional latency over the simple additional lag involved in requesting any spell.


Please take a little time to make your post legible and be sure that it actually shows what you are saying when you "prove" something. Otherwise you are doing nothing more then saying "it looks like to me that there is a delay and [b]I know[b] that it is fact because I can see it" when there has been no proof of any kind so far that conclusively shows any of it. You might as well have just jumped into the thread and said "Cars go fast" for all the relevance your testing had in establishing anything as proof.

Until someone does some testing with a couple thousand fireball-ice lance rotations, and compares it to straight fireball chaining and straight ice lance chaining, I will continue to have serious doubts that there really is additional lag involved in that particular mechanic. Your "5 minutes for me to get an entire rotation" with a g15 definitely hasn't done much to change that particular perception.


One last thing, you say you tested this on the live realms, there are supposedly some additional refinements coming to the casting mechanics in 2.3.2 and that was why I did my testing on the PTR. Since 2.3.2 is literally right around the corner maybe you should move your testing there so that it will be relevant once the patch hits instead of being completely outdated and more useless then it already seemed to me.

Last edited by Rouncer : 12/08/07 at 10:35 AM.
 
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Old 12/08/07, 1:06 PM   13 links from elsewhere to this Post. Click to view. #1786
Roywyn
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Mana vs. Damage

With the recent changes - talents, gems, flame caps (3m cooldown) - mana management has suddenly become more interesting in a min-maxing scenario.

"But there is no mana issue!" - Well, there is, but in a more subtle way. Can you spec out of all mana talents, use flame caps, destruction potions, molten armour, no evocation and still last through a fight? Maybe with a very good shadow priest, but what if you don't get one on Sharaz/Gurtogg?

There are quite a few means of recovering mana, but which one to chose in which situation?
Let's take the following scenario:

A deep fire spec as base, Fireball spam. T6 level gear, 350 spirit raid buffed (100mana/tick or 250mp5 when not casting), 12k mana (for Evocation, a Z'A staff can push that to 13k).

I take a 6 minute boss fight, uninterrupted casting. That way, you can use your 2m CDs 3 times, or 3m CDs 2 times. That fight length is a multiple of these cooldowns, so nothing can get a benefit from cooldown coming up early.
The actual length of the fight shouldn't matter too much to the model, but I think that one is a pretty decent model.


How much is spell hit worth? At T6 level gear, people generally grab their spell hit from gear and gem for damage, which is generally accepted as the best choice.
Seeing that T6 gloves are usually socketed with 12 damage instead of 6dam/5hit+2dam bonus, 5 hit is not as good as 12-8=4 damage. I'll just set the value of 1 spell hit to 4/5=0.8 damage.


Regarding talents and talent choices - Arcane Meditations means you lose Elemental Precision, Arcane Concentration means you lose Icy Veins. A fire spec needs 42 points to maximise PWF, Critical Mass, Fire Power, Pyromaniac, Combustion, Molten Fury, Empowered Fireball.
To get Clearcasting and Icy Veins, one would lose more in fire talents than the Tri-Spec gains.



Talents

Elemental Precision
3% hit translates to 37.8 hit rating or 0.8*37.8 = 30 damage. 3% cost reduction is 12.75 mana less per cast, or +21mp5.

Icy Veins
20% haste for 20s every 180s => 2.2% haste averaged. Makes it ~35 haste rating averaged, or 39 damage and -12mp5.

Arcane Concentration (Clearcasting)
Saves ~40 mana per cast, or +66.5 mp5.

Arcane Meditation
Returns 30%*250mp5 = +75mp5 while casting.

Master of Elements
Assuming 35% crit chance, it saves 425*30%*35% = 45 mana per cast, or +74 mp5.


Armour/Evocation

Mage Armour returns 30%*250mp5 = +75mp5 while casting.

Molten Armour gives 3% crit ~= 68 crit rating ~ 51 damage and +6mp5 from Master of Elements.

Evocation with 2/5 T6 gives you 75%*12k = 9k mana at the expense of 10s cast time. That means a 9000mana/6min = +125 mp5 at the cost of 10s/6min = -2.77% haste = -43.6% haste rating = -49 damage, +15mp5.
So, using Evocation is a +140 mp5, -49 damage change.

Using Evocation in the last moment of Heroism makes it -38dmg +11mp5 from the time lost casting, or +136mp5 at the cost of -38 damage.
Then again, you'd want Heroism when the boss hits 20%, which is too late to use Evocation.


Potions

Mana Potions return +100 mp5, or +140mp5 with the Alchemist's Stone (few mages are alchemists though).

Destruction Potions give 120 damage and 2% crit for 15 seconds on a 120 second cooldown. That's +19 damage and +0.5mp5 from Master of Elements.


Gems/Flame Caps

Mana Gems return +100 mp5, or +125 mp5 with the Serpent-Coil Braid.

Flame Caps give 80 damage for 1 minute on a 3 minute cooldown, or +26.6 fire damage average.


Trinkets

Icon of the Silver Crescent averages at +69 damage, Hex-Shrunken Head at +88 damage, an ideal DM:Crusade is +80 damage.
Thus, I'll just assume a static +80 damage trinket to compare the other two mana trinkets to.

Serpent-Coil Braid gives 30 crit rating, 12 hit rating, 25mp5 and 225 damage for 15 seconds every 2 minutes. I take 12 hit as 12*0.8 = 9.6 damage (see above).
This adds up as +60 damage and +28 mp5 together with Master of Elements.

The Alchemist's Stone gives +15 to all stats and 40mp5. The 15 stats yield about +5 damage (crit and IDS), 248 raw mana, or 450 mana with evocation, and +0.5mp5 from crit.
So, a total of +5 damage and +44mp5 to +47mp5 averaged over the fight.


Blessings

Blessing of Wisdom gives you +41mp5 or +49.2mp5 if talented.

Blessing of Kings gives you ~35 spirit and ~60 intellect. This is ~19 damage, +1.5mp5 from crit, 900 mana, or 1615 mana with Evocation (and some spirit ticks), +24mp5 total.


Summary/Comparison

This is a list of choices you can make to maintain your mana.
It's ordered by efficiency, by the amount of mp5 you gain per point of sacrificed damage.

1) 5.27 mp5/dmg - Chaining Mana Potions over Destruction Potions gives you +99.5 mp5 at the cost of -19 damage.

2) 3.70 mp5/dmg - Chaining Mana Gems over Flame Caps gives you +100 mp5 at the cost of -27 damage

3) 2.86 mp5/dmg - Evocation gives you +140 mp5 at the cost of -49 damage.

4) 2.03 mp5/dmg - Arcane Concentration instead of Icy Veins yields +79mp5 at the cost -39 damage.
5) 1.80 mp5/dmg - Arcane Meditation instead of Elemental Precision yields +54 mp5 at the cost of -30 damage.

6) 1.40 mp5/dmg - Serpent-Coil Braid gives you +28 mp5 at the cost of about -20 damage.
7) 1.35 mp5/dmg - Mage Armour gives you +69 mp5 at the cost of -51 damage.
8) 1.36 mp5/dmg - Talented Blessing of Wisdom over Blessing of Kings gives you +25mp5 at the cost of -19 damage.

9) 0.89 mp5/dmg - Untalented Blessing of Wisdom over Blessing of Kings gives you +17mp5 at the cost of -19 damage.

10) 0.63 mp5/dmg - The Alchemist's Stone gives you +47 mp5 at the cost of -75 damage.


This means if you're min-maxing to the extreme, you'd chain mana potions as first priority, and mana gems as second priority.
Using Evocation is a clear third priority, and respeccing to 10 or 18 arcane are choic 4 and 5, both with comparable returns when you can get the hit from somewhere else.

After those, using Serpent-Coil Braid, Mage Armour and Improved Blessing of Wisdom instead of Kings (if you lack paladins for both) are the next choice.

A normal Blessing of Wisdom is a weaker choice after that, and the Alchemist's Stone significantly weaker.
 
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Old 12/08/07, 1:22 PM   #1787
Etherealz
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Kel'Thuzad
Originally Posted by Rounced View Post
I'm a bit confused as to what if anything you are establishing there.

5 minutes to do what? 1.5s behind what? 200ms and 13ms over what number of casts and with what keystroke delay??? What the heck is "G15 spam cast methodology"?

are you using a G15 to spam cast Fireball?!?!? Have you read any of the thread previous to the release of 2.3??? Where they showed that spam casting using a G15 on a spell with casting time should destroy your casting time since you will be introducing a GCD with every "key press" and have the spell request only sent to the server once the server responds back that the spell completed, which completely removes any advantages from the new casting system. If you were still getting true 3 second casts using a G15 to spam the server then everything that so many people proved during the testing for 2.3 has just been completely invalidated and I guess everyone better run out and buy a G15 ASAP and set it for a very small delay and just spam away.

(if that isn't what you are doing then I apologize for my sarcastic response but I really can't follow what you are saying you did from your post)

My spam casting was only to test with instant cast and 1.5s spells and the results were clearly within the realm of uncertainty (1.56s average for Scorch and 1.593s average for Ice Lance) to show that the instant cast mechanics are detrimental to its use in a rotation. There seems to be an average delay per spell cast request and that may influence whether the rotation is a dps boost or not but nothing that I have seen leads me to conclude that incorporating an instant cast spell gives any additional latency over the simple additional lag involved in requesting any spell.o

Please take a little time to make your post legible and be sure that it actually shows what you are saying when you "prove" something. Otherwise you are doing nothing more then saying "it looks like to me that there is a delay and [b]I know[b] that it is fact because I can see it" when there has been no proof of any kind so far that conclusively shows any of it. You might as well have just jumped into the thread and said "Cars go fast" for all the relevance your testing had in establishing anything as proof.

Until someone does some testing with a couple thousand fireball-ice lance rotations, and compares it to straight fireball chaining and straight ice lance chaining, I will continue to have serious doubts that there really is additional lag involved in that particular mechanic. Your "5 minutes for me to get an entire rotation" with a g15 definitely hasn't done much to change that particular perception.


One last thing, you say you tested this on the live realms, there are supposedly some additional refinements coming to the casting mechanics in 2.3.2 and that was why I did my testing on the PTR. Since 2.3.2 is literally right around the corner maybe you should move your testing there so that it will be relevant once the patch hits instead of being completely outdated and more useless then it already seemed to me.
Sorry if my post may have been a bit incoherant - as it was written on 35 hours of awake time .

What I meant to say was basically this - to test latency, I did a /send(myfireballkey) sleep(3015) - and it never missed a single fireball - so unless my computer clock is off - that's how long my average fireball takes.

doing the same thing with fireblast last night I was needing to increase the delay for fireblast - however this morning I realized It has more to do with when the spell was coming off cooldown that was in fact introducing latency - when attempting with (send(fb) sleep 3015)*3 + send(fireblast) sleep 1525 type of automation It was easier to see I was in fact wrong - and there does not seem to be latency introduced on instans - when chaining them, as i had previously stated. I've went back and removed both posts to prevent confusion.

Edit - Unfortunately using automation when the /who 70 isn't full vs at raid time with /who 70 warrior black temple being half full - makes it impractical to raid with, but perfect to test with in netherstorm when my latency doesn't shift more than 30ms at a time.

Last edited by Etherealz : 12/08/07 at 3:59 PM.
 
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Old 12/08/07, 3:51 PM   #1788
Etherealz
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Originally Posted by Roywyn View Post
Mana vs. Damage

With the recent changes - talents, gems, flame caps (3m cooldown) - mana management has suddenly become more interesting in a min-maxing scenario.

"But there is no mana issue!" - Well, there is, but in a more subtle way. Can you spec out of all mana talents, use flame caps, destruction potions, molten armour, no evocation and still last through a fight? Maybe with a very good shadow priest, but what if you don't get one on Sharaz/Gurtogg?

There are quite a few means of recovering mana, but which one to chose in which situation?
Let's take the following scenario:

A deep fire spec as base, Fireball spam. T6 level gear, 350 spirit raid buffed (100mana/tick or 250mp5 when not casting), 12k mana (for Evocation, a Z'A staff can push that to 13k).

I take a 6 minute boss fight, uninterrupted casting. That way, you can use your 2m CDs 3 times, or 3m CDs 2 times. That fight length is a multiple of these cooldowns, so nothing can get a benefit from cooldown coming up early.
The actual length of the fight shouldn't matter too much to the model, but I think that one is a pretty decent model.


How much is spell hit worth? At T6 level gear, people generally grab their spell hit from gear and gem for damage, which is generally accepted a s the best choice.
Seeing that T6 gloves are usually socketed with 12 damage instead of 6dam/5hit+2dam bonus, 5 hit is not as good as 12-8=4 damage. I'll just set the value of 1 spell hit to 4/5=0.8 damage.


Regarding talents and talent choices - Arcane Meditations means you lose Elemental Precision, Arcane Concentration means you lose Icy Veins. A fire spec needs 42 points to maximise PWF, Critical Mass, Fire Power, Pyromaniac, Combustion, Molten Fury, Empowered Fireball.
To get Clearcasting and Icy Veins, one would lose more in fire talents than the Tri-Spec gains.



Talents

Elemental Precision
3% hit translates to 37.8 hit rating or 0.8*37.8 = 30 damage. 3% cost reduction is 12.75 mana less per cast, or +21mp5.

Icy Veins
20% haste for 20s every 180s => 2.2% haste averaged. Makes it ~35 haste rating averaged, or 39 damage and -12mp5.

Arcane Concentration (Clearcasting)
Saves ~40 mana per cast, or +66.5 mp5.

Arcane Meditation
Returns 30%*250mp5 = +75mp5 while casting.

Master of Elements
Assuming 35% crit chance, it saves 425*30%*35% = 45 mana per cast, or +74 mp5.


Armour/Evocation

Mage Armour returns 30%*250mp5 = +75mp5 while casting.

Molten Armour gives 3% crit ~= 68 crit rating ~ 51 damage and +6mp5 from Master of Elements.

Evocation with 2/5 T6 gives you 75%*12k = 9k mana at the expense of 10s cast time. That means a 9000mana/6min = +125 mp5 at the cost of 10s/6min = -2.77% haste = -43.6% haste rating = -49 damage, +15mp5.
So, using Evocation is a +140 mp5, -49 damage change.

Using Evocation in the last moment of Heroism makes it -38dmg +11mp5 from the time lost casting, or +136mp5 at the cost of -38 damage.
Then again, you'd want Heroism when the boss hits 20%, which is too late to use Evocation.


Potions

Mana Potions return +100 mp5, or +140mp5 with the Alchemist's Stone (few mages are alchemists though).

Destruction Potions give 120 damage and 2% crit for 15 seconds on a 120 second cooldown. That's +19 damage and +0.5mp5 from Master of Elements.


Gems/Flame Caps

Mana Gems return +100 mp5, or +125 mp5 with the Serpent-Coil Braid.

Flame Caps give 80 damage for 1 minute on a 3 minute cooldown, or +26.6 fire damage average.


Trinkets

Icon of the Silver Crescent averages at +69 damage, Hex-Shrunken Head at +88 damage, an ideal DM:Crusade is +80 damage.
Thus, I'll just assume a static +80 damage trinket to compare the other two mana trinkets to.

Serpent-Coil Braid gives 30 crit rating, 12 hit rating, 25mp5 and 225 damage for 15 seconds every 2 minutes. I take 12 hit as 12*0.8 = 9.6 damage (see above).
This adds up as +60 damage and +28 mp5 together with Master of Elements.

The Alchemist's Stone gives +15 to all stats and 40mp5. The 15 stats yield about +5 damage (crit and IDS), 248 raw mana, or 450 mana with evocation, and +0.5mp5 from crit.
So, a total of +5 damage and +44mp5 to +47mp5 averaged over the fight.


Blessings

Blessing of Wisdom gives you +41mp5 or +49.2mp5 if talented.

Blessing of Kings gives you ~35 spirit and ~60 intellect. This is ~19 damage, +1.5mp5 from crit, 900 mana, or 1615 mana with Evocation (and some spirit ticks), +24mp5 total.


Summary/Comparison

This is a list of choices you can make to maintain your mana.
It's ordered by efficiency, by the amount of mp5 you gain per point of sacrificed damage.

1) 5.27 mp5/dmg - Chaining Mana Potions over Destruction Potions gives you +99.5 mp5 at the cost of -19 damage.

2) 3.70 mp5/dmg - Chaining Mana Gems over Flame Caps gives you +100 mp5 at the cost of -27 damage

3) 2.86 mp5/dmg - Evocation gives you +140 mp5 at the cost of -49 damage.

4) 2.03 mp5/dmg - Arcane Concentration instead of Icy Veins yields +79mp5 at the cost -39 damage.
5) 1.80 mp5/dmg - Arcane Meditation instead of Elemental Precision yields +54 mp5 at the cost of -30 damage.

6) 1.40 mp5/dmg - Serpent-Coil Braid gives you +28 mp5 at the cost of about -20 damage.
7) 1.35 mp5/dmg - Mage Armour gives you +69 mp5 at the cost of -51 damage.
8) 1.36 mp5/dmg - Talented Blessing of Wisdom over Blessing of Kings gives you +25mp5 at the cost of -19 damage.

9) 0.89 mp5/dmg - Untalented Blessing of Wisdom over Blessing of Kings gives you +17mp5 at the cost of -19 damage.

10) 0.63 mp5/dmg - The Alchemist's Stone gives you +47 mp5 at the cost of -75 damage.


This means if you're min-maxing to the extreme, you'd chain mana potions as first priority, and mana gems as second priority.
Using Evocation is a clear third priority, and respeccing to 10 or 18 arcane are choic 4 and 5, both with comparable returns when you can get the hit from somewhere else.

After those, using Serpent-Coil Braid, Mage Armour and Improved Blessing of Wisdom instead of Kings (if you lack paladins for both) are the next choice.

A normal Blessing of Wisdom is a weaker choice after that, and the Alchemist's Stone significantly weaker.
I'll agree with most of the estimations used - except for the hit one.
While there is a lot of hit on tier6 level gear it should still be taken as face dps value. The idea is to get rid of hit items while losing the least face value on an item. Using my personal raid buffed stats for comparison - I break each piece down into +dmg, similar to your method of comparison.

For me - face value 1 dmg =~ 0.54 hit =~ 1.2 crit ~= 0.75 haste(this assumes full buffs + shaman totem)
---------------------------
Focused Mana Bindings
19/0.54 + 42 =~ 77 dmg

Cuffs of Devastation
14/1.2 + 34 + socket (+12) =~ 58 dmg
-----------------------------
Ruby Drape of the Mysticant
18/0.54 + 30 =~ 63 dmg

Cloak of the Illidari Council
25/1.2 + 42 =~ 63 dmg

(don't piss of to many healers but) Shroud of the Highbourn
32/0.75 + 23 = 66 dmg
---------------------------
Blue Suede Shoes
18/0.54 + 56 =~ 89 dmg

Slippers of the seacaller
29/1.2 + 44 + sockets(+24) = 92 dmg
-------------------------------------
For this one I'll take int in cause there's a large gap

Ring of Ancient Knowledge
31/0.75 + 39 + 4dmg(20 int)=~ 84 dmg

Ring of Captured Storms(no stats)
19/0.54 + 29/1.2 + 42 =~ 101 dmg

Mana-Attuned Band(no stam)
18/0.54 + 29/0.75 + 34 + 4(19 int) = 121 dmg
-------------------------------------
Translucent spellthread necklace(no stats)
15/0.54 + 24/1.2 + 46 = 94

Hellfire Encased Pendant
24/1.2 + 51 + 4(17 int) = 75
---------------------------------

Those are just some of the comparisons for my personal gear. If you are looking to throw away hit, take the lesser face value loss - such as council cloak or seacaller slippers.

If by chance you have a skull of guldan - you will probably end up tossing most of the hit items for their alternatives, but the ones you keep should be clear.

Although - If by your mp5 calculations, you were giving up ele precision - You'd have to take some of the hit items back - The point I guess is that your hit calculations should still be taken at face value.
 
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Old 12/08/07, 5:07 PM   #1789
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I must agree; the +hit valuation is very low. Perhaps it is meant to account for the ease of going over the hit cap, but it is still quite low and not well-founded in the mathematical value.

That said, this...

For me - face value 1 dmg =~ 0.54 hit =~ 1.2 crit ~= 0.75 haste(this assumes full buffs + shaman totem)
...I must scratch my head at, unless you mean 1 point of raw damage and not +damage.
 
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Old 12/08/07, 7:29 PM   #1790
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...I must scratch my head at, unless you mean 1 point of raw damage and not +damage.
I was using the stats of 1600 spell, 280 crit rating and 31 haste - I did mean 1 pt of +spell dmg vs 0.54 hit rating vs 1.2 crit rating vs 0.75 haste rating.

Using both my own spreadsheets and Lhivera's calculator - I get these comparisons. I haven't found much err in Lhivera yet.

Edit: I was also considering icy veins in the haste calculations.

Last edited by Etherealz : 12/08/07 at 7:38 PM.
 
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Old 12/08/07, 7:55 PM   #1791
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Originally Posted by Etherealz View Post
I'll agree with most of the estimations used - except for the hit one.
While there is a lot of hit on tier6 level gear it should still be taken as face dps value.
Obviously, it all depends on your current gear. If you don't have proper trinkets, SCBraid may be your best trinket, and gives you a chunk of mana back in addition.

Illidari Cowl, rest T6, Belt of Blasting, Tempest/Chronicle, Skull, Solarian Wand gets you +14.4% hit.
So without Elemental Precision, you have to get some +hit from elsewhere, so +hit has a larger benefit.


The whole idea was to give a general scheme of the mana regen mechanics and their hidden damage cost.
Of course it's going to depend on your stats, and more even on the gear you have and the gear you can switch in.

You used a 6dmg/5crit in your gloves, so you value 5 hit < 5 crit in your current setup


Note: The point is not about how much +hit worth it, the point is how mana regeneration mechanics decrease your damage output.


Edit: Yes, +hit has a certain value, but it seems to me that you overvalue it. If I was you and had to drop Elemental Precision for whatever reason, I'd have a 3% DPS loss. But, I'd just get my Belt of Blasting and a Solarian Wand (okay, I don't have one as it never dropped - you see it all depends on the gear you have, but imagine I had one) and I'd end up losing ~6 damage in my belt slot and ~4 damage (damage/crit equivalents) in my wand slot, which is about ~0.5%.

So, 3% elemental precision would only be worth 0.5% DPS in that case.
It hard to put a value to hit that, I just set something that seemed kind of valid.

Illidari Cowl + T6 Legs + 2*dmg/sta + socket: 83 sta, 78 int, 29 spi; 145 dmg, 76 crit, 41 hit
Kazrogal Legs + T6 Hat + 2*dmg/sta + 2*dmg: 69 sta, 68 int, 56 spi; 157 dmg, 63 crit, 31 hit
Kazrogal Leggings slightly ahead if you ignore hit, Illidari Cowl ahead if you consider hit.

Last edited by Roywyn : 12/08/07 at 10:16 PM.
 
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Old 12/08/07, 8:44 PM   #1792
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Originally Posted by Roywyn View Post
You used a 6dmg/5crit in your gloves, so you value 5 hit < 5 crit in your current setup
Ehh, that doesn't sit well with me. The real DPS effect +hit has is mathematical, not based on what players value. Even if additional hit has no value due to the cap, losing hit below the hit cap still has a negative impact on DPS. You can't use what the players choose as a guideline because people are stupid.

Originally Posted by Etherealz View Post
I was using the stats of 1600 spell, 280 crit rating and 31 haste - I did mean 1 pt of +spell dmg vs 0.54 hit rating vs 1.2 crit rating vs 0.75 haste rating.

Using both my own spreadsheets and Lhivera's calculator - I get these comparisons. I haven't found much err in Lhivera yet.

Edit: I was also considering icy veins in the haste calculations.
1 +dmg = .54 haste is simply low compared to typical values. Same for haste, in my opinion.
 
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Old 12/08/07, 9:15 PM   #1793
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Originally Posted by Roywyn View Post
Obviously, it all depends on your current gear. If you don't have proper trinkets, SCBraid may be your best trinket, and gives you a chunk of mana back in addition.

Illidari Cowl, rest T6, Belt of Blasting, Tempest/Chronicle, Skull, Solarian Wand gets you +14.4% hit.
So without Elemental Precision, you have to get some +hit from elsewhere, so +hit has a larger benefit.


The whole idea was to give a general scheme of the mana regen mechanics and their hidden damage cost.
Of course it's going to depend on your stats, and more even on the gear you have and the gear you can switch in.

You used a 6dmg/5crit in your gloves, so you value 5 hit < 5 crit in your current setup
Currently I am hit capped - but points dropped below the cap (say in ele precision) as you have stated is dps loss - You must take hit as face value in your calculations.

Edit: I for Picked up the mana-attuned band today, however I most likely won't be using it until another council cloak or seacaller slippers drops tt. (tbh I could craft the haste bracers and use the band and gain dps - but meh)

Also I notice you are assuming Headpiece to be the off piece, which is a dps loss vs elements legs even taking the extra hit at face value AND factoring in the blue gem meta requirements benefiting the socket bonuses.

Another thing - We don't all have skulls drop every kill :P

Edit again: I also believe the haste for evocation would be calculated more like this in your scenerio
10s / 360s = 0.027777s/s that need to be made up via haste.
0.0277777s/s * 3s fireball = 0.0833333s / fireball that need to be made up via haste
assuming you had 0 haste to begin with -
a 2.9166666666s fireball needs to be achieved

cast time = (base cast)/(1+haste%)
2.9166666 = 3/(1+haste%)
haste% = 3/2.9166666 -1
haste% = 0.0286 (deceimal)
2.86% haste = 44.9 haste rating. You can then do your damage comparison from there

Last edited by Etherealz : 12/09/07 at 3:37 AM.
 
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Old 12/09/07, 1:12 AM   #1794
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Originally Posted by Muphrid View Post
1 +dmg = .54 haste is simply low compared to typical values. Same for haste, in my opinion.
For somebody raiding ssc calculating for say 1200 + dmg

it would be more like

1 dmg = 0.71 hit = 1.55 crit = 0.96 haste.

But since we're calculating for raid dmg, I thought I'd use my fully buffed stats to chose my raid gear :P.
 
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Old 12/09/07, 2:54 AM   #1795
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Something that you guys brought up that needs more investigation: Using macros/G15's to spam fireball cast. If i recall, the idea of using them was discarded because we assumed blizzard was going to come up with a solution that doesn't "spam their server" with queries, and thus the global cooldown ordeal on PTR. However, didn't they later recind that, and now it's back to the old system of faster spamming fireball = more dps? I'm going to test it and edit it in, unless i see evidence to the contrary

Edit: Added in PTR testing data
Trial 1: "My normal" casting speed in raids
12/9 01:58:42.671 Your Fireball hits Dr. Boom for 1996 Fire damage.
12/9 01:58:45.453 Your Fireball crits Dr. Boom for 3113 Fire damage.
12/9 01:58:48.515 Your Fireball hits Dr. Boom for 2047 Fire damage.
12/9 01:58:51.156 Your Fireball crits Dr. Boom for 3131 Fire damage.
12/9 01:58:54.437 Your Fireball hits Dr. Boom for 1994 Fire damage.
12/9 01:58:57.156 Your Fireball crits Dr. Boom for 3041 Fire damage.
12/9 01:59:00.125 Your Fireball hits Dr. Boom for 1993 Fire damage.
12/9 01:59:02.953 Your Fireball hits Dr. Boom for 2070 Fire damage.
12/9 01:59:05.609 Your Fireball hits Dr. Boom for 1963 Fire damage.
12/9 01:59:08.656 Your Fireball crits Dr. Boom for 3093 Fire damage.

AVG: 2.887, expected fireball cast time (Yes i used haste): 2.84

DPS lost to latency: 1.65%


Trial 2:"Spammed it so hard my arm felt it"

12/9 02:07:06.140 Your Fireball crits Dr. Boom for 3194 Fire damage.
12/9 02:07:08.921 Your Fireball hits Dr. Boom for 1947 Fire damage.
12/9 02:07:11.734 Your Fireball hits Dr. Boom for 1941 Fire damage.
12/9 02:07:14.593 Your Fireball crits Dr. Boom for 3021 Fire damage.
12/9 02:07:17.750 Your Fireball crits Dr. Boom for 3211 Fire damage.
12/9 02:07:20.609 Your Fireball hits Dr. Boom for 1945 Fire damage.
12/9 02:07:23.546 Your Fireball hits Dr. Boom for 2034 Fire damage.
12/9 02:07:26.187 Your Fireball crits Dr. Boom for 3259 Fire damage.
12/9 02:07:29.156 Your Fireball crits Dr. Boom for 3120 Fire damage.
12/9 02:07:32.140 Your Fireball was resisted by Dr. Boom.

AVG: 2.889

DPS lost to latency: 1.69%


Trial 3:"Mouse wheel casting"(Bound mousewheel up and down to fireball, went constantly up and down in a rubbing motion, it took me a couple minutes to adjust to doing it)

12/9 02:15:51.640 Your Fireball crits Dr. Boom for 3178 Fire damage.
12/9 02:15:54.281 Your Fireball crits Dr. Boom for 3179 Fire damage.
12/9 02:15:57.265 Your Fireball hits Dr. Boom for 1928 Fire damage.
12/9 02:16:00.062 Your Fireball hits Dr. Boom for 1910 Fire damage.
12/9 02:16:02.875 Your Fireball crits Dr. Boom for 3060 Fire damage.
12/9 02:16:05.671 Your Fireball hits Dr. Boom for 2035 Fire damage.
12/9 02:16:08.562 Your Fireball hits Dr. Boom for 2070 Fire damage.
12/9 02:16:11.328 Your Fireball hits Dr. Boom for 1998 Fire damage.
12/9 02:16:14.218 Your Fireball crits Dr. Boom for 3211 Fire damage.
12/9 02:16:17.296 Your Fireball hits Dr. Boom for 1987 Fire damage.

AVG: 2.851

DPS lost to latency: 0.38%

I took a high school AP stats class, i know how stats work in a decent degree, and i can attest that i didn't doctor or subvert the data, but by that note i'd like test results outside of my own on this.

I leave the diagnosis to others

Last edited by Searix : 12/09/07 at 3:25 AM.
 
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Old 12/09/07, 2:55 AM   #1796
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Originally Posted by Etherealz View Post
For somebody raiding ssc calculating for say 1200 + dmg

it would be more like

1 dmg = 0.71 hit = 1.55 crit = 0.96 haste.

But since we're calculating for raid dmg, I thought I'd use my fully buffed stats to chose my raid gear :P.
I don't doubt it. It's just interesting how quickly the equivalences shift, especially since we usually emphasize that these equivalences don't change very much for simple gear changes or upgrades. Then again, it's an order of magnitude difference in terms of the changes we're talking about, so it's not wholly surprising, either.
 
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Old 12/09/07, 12:38 PM   #1797
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Originally Posted by Searix View Post
Edit: Added in PTR testing data

AVG: 2.887, expected fireball cast time (Yes i used haste): 2.84

DPS lost to latency: 1.65%


Trial 2:"Spammed it so hard my arm felt it"


AVG: 2.889

DPS lost to latency: 1.69%


Trial 3:"Mouse wheel casting"(Bound mousewheel up and down to fireball, went constantly up and down in a rubbing motion, it took me a couple minutes to adjust to doing it)


AVG: 2.851

DPS lost to latency: 0.38%

I took a high school AP stats class, i know how stats work in a decent degree, and i can attest that i didn't doctor or subvert the data, but by that note i'd like test results outside of my own on this.

I leave the diagnosis to others
Well what I find interesting about your testing is that it worked that way on the PTR. What I'm guessing Blizzard has done in an attempt to "fix" the current melee issues (as well as the caster issues for people spamming 1.5s spells) is to revert their fix back to something that does allow you to spam the server.

If they had implemented the "fudge" factor (small server-side queue) then all your spam methods should have the basically the same dps loss to latency and since there is a discrepancy there I think they simply removed the GCD starting whenever you ask the client to do something in order to try and resolve the melee issues.

Guess it's back to the G15 spam methods for chain casting.
 
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Old 12/10/07, 1:53 PM   #1798
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Originally Posted by Muphrid View Post
I don't doubt it. It's just interesting how quickly the equivalences shift, especially since we usually emphasize that these equivalences don't change very much for simple gear changes or upgrades. Then again, it's an order of magnitude difference in terms of the changes we're talking about, so it's not wholly surprising, either.
I've actually seen the equivalences of spell haste shift quite a bit. I don't flask or use much in the way of consumables on the early fights on MH/BT anymore. I've noticed that using flask + oil shifts the equivalent of spell haste to me from roughly 1.05 damage to 1.2.

Going from roughly T5 to T6 or getting the 4pc T6 bonus could cause quite a shift on spell haste equivalency.
 
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Old 12/10/07, 6:50 PM   #1799
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Originally Posted by andastra View Post
I've actually seen the equivalences of spell haste shift quite a bit. I don't flask or use much in the way of consumables on the early fights on MH/BT anymore. I've noticed that using flask + oil shifts the equivalent of spell haste to me from roughly 1.05 damage to 1.2.

Going from roughly T5 to T6 or getting the 4pc T6 bonus could cause quite a shift on spell haste equivalency.
Well, it's certainly not difficult to quantify the absolute or relative changes in these equivalences for a change in the variables.

The usual equivalence is, of course...

E(u+1/1576*z)= E(u+(m/r+d)*1/1576*1/(1+z)*d)
For m base damage, r +damage coefficient, d +damage, z haste. This notation is used for absolute clarity, even though it's a bit awkward. u represents an initial (baseline) set of stats. For lack of typical unit vector notation, z and d represent the unit vectors in the haste and +damage directions. That is, E, your expected DPS, is a scalar function of a vector--the vector of all influences on DPS, including most of your stats.

We can rewrite this in a somewhat less awkward way...

∆E(u, 1/1576*z) = ∆E(u, (m/r+d)*1/1576*1/(1+z)*d)
But what we really need is a function more like...

F(u, ∆u) = ∆d*d such that E(u+∆u) = E(u+∆d*d
And in fact, what is of more interest is the relative change in this equivalence as d (not d) increases.

R(u1, u2, ∆u) = F(u2, ∆u)/F(u1, ∆u)
Which, if all variables but d are held constant, we should be looking at...

(m/r+d2)/(m/r+d1)
...as the relative increase in the value of other stats compared to +damage. Note that this is uniform for all other stats (haste, hit, crit), so this does not alter the balance between them (haste becomes worth no more crit or hit, etc.). This also does not involve any multipliers--hence, 4/5 Tier 6 should not affect it in a one-spell sense.


Now, of course, when you get to a multi-spell rotation, one has to take into account how different multipliers and effects change how much of your DPS comes from each element of the rotation.
 
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Old 12/13/07, 3:26 PM   #1800
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Sancus, Manly, Pintofbrew, etc. would you mind lending a hand in the general US Mage forums in the thread titled, "Arcane still dominates, even more 2.3.2."

I know you probably don't want to, but I'm furthering the cause.

On a separate note, was there a definitive yea or nay on the issue of inserting a Fireblast in rotations or leaving it out as concerned to latency and GCD?
 
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