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Given our extreme capability to get to hit-cap with shadow focus, our only meaningful stat has always been shadow dmg.
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When you gain too much hit from gear, you can actually convert some of it into crit via talent swaps (up to 4% hit => 6% crit from toying around with the calculator).
Which would be nice if crit actually offered some meaningful scaling.
Haste has become quite nice since the GCD change, it decreases your time spent casting DoTs/cooldowns.
However, with the new free cast time from haste, you can only cast more of your filler spell, Mind Flay.
Which cannot crit and has a horribly low scaling coefficient.
Mind Flay Scaling
Mind Flay is a 3s spell with 57% scaling that cannot crit. Shadow Bolt is a 2.5s spell with 106% scaling that can crit.
Yes, apples and oranges.
Destro locks have a 15% shadow damage multiplier and no other spells to cast (they would lower DPS). Shadow Priests have a 15% and 10% multiplier and other spells with high scaling to cast. Mind Flay also costs only half the mana, and there is the health/mana regeneration synergy.
Mind Flay with, say, 120% scaling would probably be overpowered at entry level raiding. It would be a much closer call at endgame raiding though.
But I think a lot can be changed with damage scaling. I hear numbers of 0.5-0.6 dps per point of +damage. Mages hover at 0.9-1.1, warlocks are beyond 1.0 as well.
That shows that your scaling with +damage is way sub-par and I think a fix to Mind Flay could make a big difference to start with.
An idea might be a self buff like
Healing Way, "Your Mind Blast hits (crits?) increase your Mind Flay scaling by x% for y seconds, stacks up to z times."
That wouldn't touch burst DPS and tab-dotting, but help for single target damage. And it would would improve the scaling of crit, making Mind Flay scale indirectly with crits.
Or adding an "Empowered" talent to increase the scaling of MD/SWD.
A 200% crit damage talent might help too, although I don't think it adds much.
Moonkin have 200% crits and a -0.5s cast time after a crit to make crits attractive.
The bottom line is: Increase the current 0.5-0.6 DPS/+dmg to around 0.7-0.8 DPS/+dmg. My personal preference would be talents that scale with crit.
Vampiric Touch
Now, about Vampiric Touch. My personal opinion is "damage is damage, mana is mana", the two shouldn't be connected.
Going from low-end to top-end gear, my damage takes a huge jump, it doubles, triples, or even more. My mana consumption essentially stays the same.
Haste has some impact on mana consumption, yes, but it's mostly because you go from ~50 haste before Illidan to ~450 haste when you have everything from Sunwell, it just a sudden flood of haste on gear.
So, why should VT mana regeneration take that huge jump as well? Or Life Tap return twice the amount of mana? Mana drains don't scale with damage stats either (just with haste).
But that's just my opinion.
A valid point however is that the combination of vampiric touch and (nearly) full damage scaling would be too strong. Think warriors pre-BC - more damage means more rage means even more damage. So they scaled down the rage/damage by 50%, but increased rage at low gear levels.
Also, Tigole (I think) stated at some point that shadow priests should top damage meters and healing meters and give their party a huge amount of mana, which I think is a valid point.
I think there are quite a few options to somehow normalise mana returns from VE. Make them scale with mana stats (int/spi), the characters natural regeneration, maybe crit, but not 1:1 with damage done.
The current dilemma is that the whole mana system is pretty messy. They can't fix shadow priest scaling with 1:1 VT scaling. They can't fix VT scaling before they adjust all relevant classes to less mana returned from VT.
Hunters are nearly self-sufficient with JoW, priests/druids got their big spirit boost. Still some classes to go.
But this is where currently shadow priest DPS lies. Their mana increases mage DPS by up to 350 (Brutallus fight in sunwell gear), warlock DPS by up to 150, or allows you to drop another healer.
From this perspective, they are still very worth their raid spot if they get a group that fully benefits from their support. Similar to DPS shaman and paladins, and probably druids - but I think it's a much closer call there, I don't have the numbers, so I won't argue.
However, these classes already scale much better, and some of them give even bigger boosts to their party than shadow priests.
But their party boosts are limited and well defined - you can't have two windfury totems, and one strength totem is always X additional raid damage.
A huge amount of scaling raid mana is a much more generic boost. It requires you to think on every raid encounter "Does infinite mana trivialise any part of this?". Which is good since simple mana checks are pretty silly anyway.
Whoops, that was a bit longer than intended, ending in a rather large collection of thoughts about VT.
So, my opinion is that damage and mana stats should be separated rather than scaling. Even with the currently bad damage scaling, shadow priests still offer very good DPS if you factor in the gains from VT in a caster group, or supporting some other group to give you a benefit in an encounter.
The gap is however closing as the lack of personal DPS increases.
I don't think that shadow priest scaling can be fixed before VT and the mana regeneration system in general get some changes.