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Old 05/01/08, 1:23 PM   #276
LiquidHAL
Piston Honda
 
Human Mage
 
Hyjal
Originally Posted by drowsy View Post
The new haste weapons beg the question of trying to mix in more weapon swapping. Any idea if the length of a combat weapon-swap global cooldown is affected by haste, such that you could put on a haste weapon with scorch/fireblast to give the haste bonus to the following fireball? Or would it cause a full GCD that clips off whatever might be gained?
Interesting idea. I recall that you can swap out an int weapon after beginning an evocation to get more mana out of it, but does that work with casting as well as channeling? Can you begin a cast with the haste weapon and quickly switch to a +dmg weapon before it finishes to benefit from both? This of course would only work to increase DPS on the first cast since switching back to the haste weapon would activate the global cooldown between spells rather than during a spell. If it works it could be an option for getting that extra little bit of DPS on fights where you need to move around a bit and so an extra global cooldown once in a while between fireball spam isn't that big of a deal.

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Old 05/01/08, 1:43 PM   #277
Tyfon
Von Kaiser
 
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Worgen Mage
 
Suramar
Swapping in +int weapons for evo works because each tick is calculated on the fly. Casting time is calculated when you start (hence the trick to starting an evo in the last second of IV). So unfortunately I believe this wouldn't work.

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Old 05/01/08, 1:49 PM   #278
Ztorm
Piston Honda
 
Undead Mage
 
Uldum
With the new Brutal Gladiator's Blade of Alacrity, I believe it will be possible to have enough passive haste in your gear to roll ignites without any haste-boosting CDs (ie: bloodlust, icy veins, skull, drums of battle, etc). In order to get rolling ignites, you need to get your fireballs down to between 2.00-2.10 seconds. A more detailed explanation of this is given in the rolling ignite thread. Consider the possible gear set up (Haste value of items are in parenthesis):

[Cowl of the Tempest] (5)
[Amulet of Unfettered Magics] (32)
[Amice of the Convoker] (45)
[Shroud of the Highborne] (32)
[Sunfire Robe] (55)
[Bracers of the Tempest] (35)
[Gloves of Tyri's Power] (51)
[Belt of the Tempest] (34)
[Leggings of Calamity] (52)
[Boots of the Tempest] (35)
[Loop of Forged Power] (30)
[Mana Attuned Band] (29)

Brutal Gladiator's Blade of Alacrity (227)
[Heart of the Pit] (32)
[Wand of the Demonsoul] (28)

All red sockets are gemmed with [Reckless Pyrestone] while the yellow sockets are gemmed with [Quick Lionseye] except for the cowl and belt. [Forceful Seaspray Emerald] are used for these sockets to preserve the metagem bonus. With this setup, you will have 718 passive haste, which is equivalent to 45.73% increase to spell cast speed or a 2.059second fireball cast. At this haste level, you will presumably have enough to roll ignites. The only downside with this gear setup is the lack of hit; you will only have 112 spell hit without trinkets. Having an elemental shaman will be extremely beneficial. Additionally, if you have multiple leather-workers in your party, you may be able to drop some spell haste in favor of hit. The extra 80 spell haste from chaining drums of battle should provide you with extra margin.

EDIT: Forgot to include trinkets in hit calculation. Having the [The Skull of Gul'dan] would push your hit up to 137 and subbing [Scryer's Bloodgem] for the hex head would push your hit to 169. Also, if the new caster trinket from M'uru has 54 passive spell-haste, you could probably afford to swap a few +haste gems to +hit.

Last edited by Ztorm : 05/01/08 at 2:21 PM.

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Old 05/01/08, 2:12 PM   #279
LiquidHAL
Piston Honda
 
Human Mage
 
Hyjal
Originally Posted by Tyfon View Post
Swapping in +int weapons for evo works because each tick is calculated on the fly. Casting time is calculated when you start (hence the trick to starting an evo in the last second of IV). So unfortunately I believe this wouldn't work.
Precisely what I'm saying. Cast time is calculated at the initial cast, and the final damage of the spell is calculated on completion. Having the haste dagger equipped when you begin the cast will reduce the cast time, swapping for a +dmg weapon before the cast is complete will increase its damage, double-dipping on weapons for one cast.

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Old 05/01/08, 2:18 PM   #280
Rouncer
Deeper Shade of Blue
 
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Rouncer
Orc Shaman
 
No WoW Account
Originally Posted by Tyfon View Post
Swapping in +int weapons for evo works because each tick is calculated on the fly. Casting time is calculated when you start (hence the trick to starting an evo in the last second of IV). So unfortunately I believe this wouldn't work.

Actually it would work and potentially would be open to exploitation.

Casting time is determined at the start of cast but damage is calculated at the completion (easily seen when a +damage trinket proc completes before the cast actually fires).

So you would want to have the haste weapon equipped when you start the cast but then have a +damage weapon macroed into place during the cast. Real issue is that if you swap weapons without being in the middle of a cast you become subject to a GCD during combat which really would screw with your dps.

For a Fire build you could macro the haste weapon to be equipped when casting Scorch and the Damage weapon to be equipped when casting Fireball. That way you would lose the +damage on Scorch which has a shittastic coefficient but gain the haste on the next Fireball you cast (along with the +damage from the weapon swap).

Could do the same thing with Arc/Frost by having the haste one equipped on Arcane Blast and the damage one equipped on Frostbolt (since Frostbolt has a larger coefficient and would get a bigger boost from the additional haste).

For both of them you would also have to make it so the macro would be able to use ctrl/shift/alt to stop the swap to the haste weapon for when you are planning on spamming Arcane Blast or for when you are stacking/restacking the scorch debuff.


Edit: Beaten....

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Old 05/01/08, 2:22 PM   #281
manly
Soda Popinski
 
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Troll Mage
 
Mal'Ganis
Indeed, the first thing I thought about when I saw that weapon was its immediate application to rolling ignites. Losing some hit rating really is nothing if you can sustain a chain of rolling ignites. The rolling ignites alone, assuming your number is good enough to consistently reproduce it, should outdo multiple times the loss from the hit rating.

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Old 05/01/08, 2:28 PM   #282
Astrylian
Rawr
 
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Night Elf Druid
 
Stormrage
Wouldn't a resist mean you lose the ignite roll though?

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Old 05/01/08, 2:38 PM   #283
Ztorm
Piston Honda
 
Undead Mage
 
Uldum
Originally Posted by Astrylian View Post
Wouldn't a resist mean you lose the ignite roll though?
Yeap, and not critting would also lose the ignote roll

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Old 05/01/08, 3:27 PM   #284
manly
Soda Popinski
 
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Troll Mage
 
Mal'Ganis
Not critting or having a miss has no impact on rolling ignite (or rather, ignite). I had someone go over the math and basically, assuming a 2s fireball cast, with 40% crit, and 1% miss, the rolling ignites alone should give a 20-25% dps increase. This already takes into account misses and non-crits.

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Old 05/01/08, 3:58 PM   #285
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by manly View Post
Not critting or having a miss has no impact on rolling ignite (or rather, ignite). I had someone go over the math and basically, assuming a 2s fireball cast, with 40% crit, and 1% miss, the rolling ignites alone should give a 20-25% dps increase. This already takes into account misses and non-crits.
Would that increase take into account the dps loss of losing that much +damage? That weapon isn't that great other than the possible ignite roll. Converted into +dmg, it's worse than the Tempest.

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Old 05/01/08, 4:11 PM   #286
manly
Soda Popinski
 
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Troll Mage
 
Mal'Ganis
You would have to lose a shitload of spelldmg and stats to equate the 20-25% dps boost of rolling ignites. Of course such a gearset would be in the lowballer 1100-1200 spell dmg and possibly 33% crit, but 650-700~ haste. Unfortunately I won't have the chance to test it myself because I ardently refuse to pvp. A steep price to be paid.

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Old 05/01/08, 4:15 PM   #287
Arcanisx
Glass Joe
 
Blood Elf Mage
 
Ner'zhul
RAWR shows the change in weapon being about 150 dps loss which is still less than 20-25% dps increase from rolling ignites

You're going from 292 damage 23 haste and 30 crit I think it was to 227 haste and 18 spell hit. The loss in switching from 12 dmg crimson spinels to reckless pyrestones isn't too bad

Edit: Sorry meant to type 227 but have a bit of dyslexia and forgot to count the passive haste and crit on Sunflare

Last edited by Arcanisx : 05/01/08 at 5:05 PM.

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Old 05/01/08, 4:21 PM   #288
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by Arcanisx View Post
The dps loss from this dagger is about 80 dps which is significantly less than 20-25% dps increase from rolling ignites
You'll lose dmg on nearly every item from switching gems. And I believe it would be more than 80DPS if you considered it against the sunflare(if this does exist). You would have access to this weapon by the time you have your haste gear set.

Still, i may try to get it to see if the mechanic works as expected.

Also...it's 227 haste on the dagger.

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Old 05/01/08, 5:57 PM   #289
Tyfon
Von Kaiser
 
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Worgen Mage
 
Suramar
Originally Posted by LiquidHAL View Post
Precisely what I'm saying. Cast time is calculated at the initial cast, and the final damage of the spell is calculated on completion. Having the haste dagger equipped when you begin the cast will reduce the cast time, swapping for a +dmg weapon before the cast is complete will increase its damage, double-dipping on weapons for one cast.
Sorry, I read your post completely backwards. Yes it would work. In fact you could probably macro it such that it would alternate every other cast. So odd-numbered casts would be at full dmg with +227 haste, even numbered would be -250ish dmg. Hmm....as others have said you'd have to be rolling ignites to make that worth it past the first cast.

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Old 05/01/08, 6:13 PM   #290
Zephriel
Von Kaiser
 
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Troll Mage
 
Shadow Council
Originally Posted by Carnivean View Post
My own gear selection goes like this:
4 pieces T6 (Belt, Bracers, Boots, Head)
[Grand Magister's Staff of Torrents]
[Wand of the Demonsoul]

[Amulet of Unfettered Magics]
[Amice of the Convoker]
[Cloak of the Illidari Council]
[Robes of Ghostly Hatred] (or [Sunfire Robe] for tailors)

[Amulet of Unfettered Magics]
[Leggings of Calamity]
[Loop of Forged Power]
[Mana Attuned Band]
[The Skull of Gul'dan]
[Hex Shrunken Head]

With this setup you have 165 Spellhit and you get 2211 DPS with a 250mp5 Shadowpriest, 2261 with a 250mp5 Shadowpriest, so my setup is a little behind yours, but 4 dps wont be noticable, its one crit more or less. I choose this setup because except the Robe you can get everything on the first 4 bosses, for Sunflare you will have to wait until KilJaden, which for my guild is a long long time away. Naturally if there is a Cloak Drop with Spellhit on it, you get serious problems because you are already capped, so this setup is more like what you can get for KilJaden and after you killed him, you can switch to Zephriels setup.
Carnivean, I can definitely appreciate the merits of building a set with gear available earlier in Sunwell progression, but doesn't your listed set (including the helm enchant) come out to 183 spell hit? (I'm going to assume you meant to list [Gloves of Tyri's Power] instead of the Amulet twice.) There doesn't appear to be a way to shed some of that spell hit without taking at least one significant hit in gear quality (unless you're a jewelcrafter--[Pendant of Sunfire] would bring that number down to 168, and efficiently replace spell hit with other DPS stats).

To be fair, I should add that if new "best-in-slot" gear choices without spell hit are discovered from the last two bosses in Sunwell, replacing spell hit gear currently on the list, that would change things in favor of [Grand Magister's Staff of Torrents].

Last edited by Zephriel : 05/01/08 at 6:20 PM.

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Old 05/01/08, 6:59 PM   #291
Carnivean
Von Kaiser
 
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Undead Mage
 
Dalvengyr (EU)
Originally Posted by Zephriel View Post
Carnivean, I can definitely appreciate the merits of building a set with gear available earlier in Sunwell progression, but doesn't your listed set (including the helm enchant) come out to 183 spell hit? (I'm going to assume you meant to list [Gloves of Tyri's Power] instead of the Amulet twice.) There doesn't appear to be a way to shed some of that spell hit without taking at least one significant hit in gear quality (unless you're a jewelcrafter--[Pendant of Sunfire] would bring that number down to 168, and efficiently replace spell hit with other DPS stats).

To be fair, I should add that if new "best-in-slot" gear choices without spell hit are discovered from the last two bosses in Sunwell, replacing spell hit gear currently on the list, that would change things in favor of [Grand Magister's Staff of Torrents].
First things first, I ment [Sunfire Handwraps] (it comes ahead by like 3 or 4 DPS, and its propably easier to get) instead of 2 x Amulet of Unfetted Magic.

And no, I am at exactly 165 Spellhit (including Headenchant):
Head 13 + 1 4 (Enchant)
Amulet 15
Belt 14
Boots 15
Ring 19
Trinket 25
Staff 50
---
165

I know that the setup is a little inferior to yours, but my guild hasn't even killed Kalec and we will need a lot of time to progress through SWP, so I try to make the best of the gear avaible early in the instance, because we will kill Kalec a few times, before we kill Brut and Felmyst.. ..it is another way of progress than most guilds have here on this forum.

Another important fact, why I favor my selection, is that the Staff can drop pretty early and so you KNOW if it drops or not before you choose a great deal of the other gear.
If you optimize your gear towards Sunflare and your guild has bad drop luck (like we did on Archimonde, not a single Tempest in 6 months of farming him), than you have a serious problem, but if you try to get the Staff as soon as it drops, you can gear in both ways.
But ultimately it's a choice of personal preference, in theory your setup is a bit better, but for me, to be able to pull my weight during the SWP progress raids, and the knowledge that you have your weapon until WotL (or atleast a Weapon that is good enough even if not the optimal choice for the expansion) is more important.

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Old 05/01/08, 7:00 PM   #292
Etherealz
Piston Honda
 
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Undead Mage
 
Kel'Thuzad
Assuming this mu'ru trinket indeed has haste on it You would still be able to reach passive rolling without the weapon (with drums up) I believe (although suboptimally - all quick lionseye)

The question I would pose is this: Will icey veins be worth it as it breaks the "roll zone". From a pure dps standpoint I guess it depends on what kind of group buffs you have. More crit = higher consecutive crit streak chance (moonkin + ele shaman). Apart from pure dps, 2s fireballs might get quite mana intensive depending on how good shadow priest scaling turns out - and if the dps gain (if there is one) from icey veins is trivial I might suggest clearcasting if you are having to mana pot with that much haste anyhow.

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Old 05/01/08, 7:09 PM   #293
Ivorthemage
Piston Honda
 
Human Mage
 
Uldum
I would also be wary of deliberately gearing in an otherwise inferior way to capitalize on the glitchy rolling ignite mechanics. Its one thing to spend 1000g regemming when Blizzard decides a game mechanic is overpowered when exploited. Its another to drop 3k arena points and gazillion dkp getting the perfect rolling ignite set only to have a quick fix thrown in on the next patch.

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Old 05/01/08, 7:13 PM   #294
Etherealz
Piston Honda
 
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Undead Mage
 
Kel'Thuzad
Originally Posted by Ivorthemage View Post
I would also be wary of deliberately gearing in an otherwise inferior way to capitalize on the glitchy rolling ignite mechanics. Its one thing to spend 1000g regemming when Blizzard decides a game mechanic is overpowered when exploited. Its another to drop 3k arena points and gazillion dkp getting the perfect rolling ignite set only to have a quick fix thrown in on the next patch.
The gear itself to get the roll range is not really that suboptimal. The only extra piece I would pick up is the Gloves. If you can achieve the rating for the weapon (not that tough with RMP) then the points are moot as 2k + arena gives plenty.

Last edited by Etherealz : 05/01/08 at 7:41 PM.

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Old 05/01/08, 7:15 PM   #295
wadi
Glass Joe
 
Undead Mage
 
Ner'zhul
Originally Posted by manly View Post
You would have to lose a shitload of spelldmg and stats to equate the 20-25% dps boost of rolling ignites. Of course such a gearset would be in the lowballer 1100-1200 spell dmg and possibly 33% crit, but 650-700~ haste. Unfortunately I won't have the chance to test it myself because I ardently refuse to pvp. A steep price to be paid.
Have you had a chance to confirm the rolling damage bug actually exists as of 2.4? I know with 2.4 the timing on damage registering has changed a bit, but whether that's simply a display issue client side or a server side recognition issue I don't know. I'll run up to Dr. Boom tonight, but I haven't been tracking this closely since 2.2-2.3. Anyone have confirmation that the bug is indeed still on live?

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Old 05/01/08, 7:25 PM   #296
manly
Soda Popinski
 
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Troll Mage
 
Mal'Ganis
Its easy to test. Spam your AB. If you get 2x 2.5s AB in a row, the rolling ignite bug is still in full effect.

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Old 05/01/08, 7:57 PM   #297
Zephriel
Von Kaiser
 
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Troll Mage
 
Shadow Council
Originally Posted by Carnivean View Post
First things first, I ment [Sunfire Handwraps] (it comes ahead by like 3 or 4 DPS, and its propably easier to get) instead of 2 x Amulet of Unfetted Magic.

And no, I am at exactly 165 Spellhit (including Headenchant):
Head 13 + 1 4 (Enchant)
Amulet 15
Belt 14
Boots 15
Ring 19
Trinket 25
Staff 50
---
165

I know that the setup is a little inferior to yours, but my guild hasn't even killed Kalec and we will need a lot of time to progress through SWP, so I try to make the best of the gear avaible early in the instance, because we will kill Kalec a few times, before we kill Brut and Felmyst.. ..it is another way of progress than most guilds have here on this forum.
Ah, I see what's going on--the [Mana Attuned Band] has an additional 18 spell hit you're not accounting for. You're getting a total of 37 spell hit from the rings, pushing the total to 183. If you keep the [Grand Magister's Staff of Torrents], you'd want to replace the ZA ring with [Ring of Ancient Knowledge] to shed the excess hit (unless you're a JC).

As an aside, using stat equations and gemming for the bonuses on both gloves, [Gloves of Tyri's Power] (127.12) come out ahead of [Sunfire Handwraps] (118.47). Judging from the item level of the former, though, you likely need to kill Kil'jaeden for the gloves to turn in, so choosing the [Sunfire Handwraps] (at least for the early going) would make sense using your gear strategy.

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Old 05/01/08, 8:19 PM   #298
Carnivean
Von Kaiser
 
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Undead Mage
 
Dalvengyr (EU)
Originally Posted by Zephriel View Post
Ah, I see what's going on--the [Mana Attuned Band] has an additional 18 spell hit you're not accounting for. You're getting a total of 37 spell hit from the rings, pushing the total to 183. If you keep the [Grand Magister's Staff of Torrents], you'd want to replace the ZA ring with [Ring of Ancient Knowledge] to shed the excess hit (unless you're a JC).
Yop posted it wrongly, will go back and edit it, so that it reflects the actual choices and not my mistakes .


Rawr actually gives me 134,25 DPS for [Sunfire Handwraps] and only 115,73 DPS for [Gloves of Tyri's Power] but it depends heavily on the entered buffs. For example if I deactivate JoW [Gloves of Tyri's Power] become atleast equal if not superior. If I aslo deactivate BoW Tyri's Power are clearly superior, so I really does depend a lot on your actual raid setup, and can heavily change from night to night.
But the one thing that's quite clear is, that it will be easier to get [Sunfire Handwraps] than the other one, especially if you have random/t5 guilds doing Sunwell trash farming, which my realm sadly does not have...

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Old 05/01/08, 8:22 PM   #299
Ztorm
Piston Honda
 
Undead Mage
 
Uldum
Originally Posted by Ivorthemage View Post
I would also be wary of deliberately gearing in an otherwise inferior way to capitalize on the glitchy rolling ignite mechanics. Its one thing to spend 1000g regemming when Blizzard decides a game mechanic is overpowered when exploited. Its another to drop 3k arena points and gazillion dkp getting the perfect rolling ignite set only to have a quick fix thrown in on the next patch.
The gear lineup I had proposed isn't a pure haste set; most of the pieces are the best-in-slot items you can obtain. You're probably going to get those pieces anyway for your normal fire set. It's just a matter of getting to 2050 arena rating and regemming. With BT gems purchasable after the alch lab is completed, you can easily regem most of your gear for haste.

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Old 05/01/08, 9:12 PM   #300
Faxmonkey
Piston Honda
 
Troll Mage
 
Blackrock
Originally Posted by drowsy View Post
The new haste weapons beg the question of trying to mix in more weapon swapping. Any idea if the length of a combat weapon-swap global cooldown is affected by haste, such that you could put on a haste weapon with scorch/fireblast to give the haste bonus to the following fireball? Or would it cause a full GCD that clips off whatever might be gained?
Disregarding that question momentarily, wouldn't the Blade of Alacrity be outright better for PvE than a weapon like Sunflare? That's like a fixed 15% haste right there, that's fairly huge. I doubt a traditional weapon can add the same level of dps increase. Throw in a Heart of the Pit and you're in business.

Originally Posted by Carnivean View Post
Yop posted it wrongly, will go back and edit it, so that it reflects the actual choices and not my mistakes .


Rawr actually gives me 134,25 DPS for [Sunfire Handwraps] and only 115,73 DPS for [Gloves of Tyri's Power] but it depends heavily on the entered buffs. For example if I deactivate JoW [Gloves of Tyri's Power] become atleast equal if not superior. If I aslo deactivate BoW Tyri's Power are clearly superior, so I really does depend a lot on your actual raid setup, and can heavily change from night to night.
But the one thing that's quite clear is, that it will be easier to get [Sunfire Handwraps] than the other one, especially if you have random/t5 guilds doing Sunwell trash farming, which my realm sadly does not have...

Same here. But I actually played around with it with a fire spec a bit more. Rawr puts Sunfire Handwraps ahead *IF* there's no Imp DS -- but go activate Imp DS and suddenly Glove's of Tyri's Power pulls ahead provided your gear is similar to mine. It has them that close together. Of course, I tend to think that Rawr is either overvaluing crit or undervaluing haste -- that just doesn't seem right to me. Sure Tyri's power has some wasted stats on spirit, but it has a higher ilvl to start with. It's got quite a bit of haste to Sunfire's 0. Regardless, Sunfire Handwraps are far easier to get (provided someone on your server can actaully make them, Blackrock *finally* had someone get the pattern only a week ago -- still no one can make any of the new rings).

By the way, regarding Glitchy rolling ignite mechanics, I don't believe that still applies in 2.4. There seems to be a small delay from the time you crit a mob to the time the ignite debuff is applied. If your Fireballs are sub 2.0 seconds, you will NEVER get the first tick of ignite before your next Fireball hits no matter how far back you stand. It's just not possible anymore. You're fireballs need to be longer than 2.0 seconds, like around 2.5 seconds -- and I've tried many fireballs at that speed and still not seen any evidence of ignites rolling post 2.4. Of course, I can't go test it now since I'm currently back on my frost spec.

Last edited by Faxmonkey : 05/01/08 at 9:23 PM.

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