Originally Posted by Lhivera
3.0 seconds, yes, and the coefficient penalty is 0.95, not 0.9. So the coefficient should be 81.43%.
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Fuck me, you serious? I just got done doing all the math, did it for both no coefficient loss and for a .1 coefficient loss. Damnit... okay, editing it. It'll be up in a minute.
EDIT:
The problem with FFB is that, while we know all talents that affect frost or fire spells will simultaneously affect FFB, we don't know if it'll be the same from debuffs. That is, will FFB be simultaneously affected by Improved Scorch and Frozen Rune Weapon? If FFB ends up dealing fire damage, will it be affected by Winter's Chill? So I'm going to do two calculations here... one assuming that FFB is the mega-wad-blowing-bundle-of-awesomeness that I hope it is, and that it's affected by all frost OR fire debuffs, and one assuming it's an A or B thing. Actually make that three sets of calculations, one for all buffs, one for all fire, and one for all frost. Actually, I'll be doing a lot of different calculations since I'm doing scaling with different builds and given debuffs... anyway- as a special note here, I don't believe that Winter's Grasp has any chance of making it to live, so I'm going to be doing these calculations without it.
Relative Talents/Debuffs:
Generic (will always affect FFB):
AI: Arcane Instability (+3% damage, +3% crit)
ArP: Arcane Potency (normalized +3% crit)
AP: Arcane Power (normalized +2.5% damage)
SP: Spell Power (+50% critical damage bonus)
PS: Potent Spirit (estimated + 2% crit)
AM: Arcane Mind (estimated +1% crit)
MF: Molten Fury (normalized +4% damage)
BO: Burnout (+25% critical damage bonus)
PY: Pyromaniac (+3% crit)
FP: Fire Power (+10% damage)
CM: Critical Mass (+6% crit)
IGN: Ignite (40% critical damage redone)
IS: Ice Shards (+100% critical damage bonus)
PI: Piercing Ice (+6% damage)
IV: Icy Veins (normalized 2% damage bonus, note: it's a slight underestimate)
AW: Arctic Winds (+5% damage)
MM: Mind Mastery (estimated +3% damage... I know it's a poor estimate, but a poor estimate is about the best I can do here)
CB: Combustion (+5% crit... you get 3 autocrits every 3 minutes, or 3 autocrits per 60 casts, which is 5%)
PF: Playing With Fire (+3% damage)
HS: Hot Streak (estimated +3% crit. Realistically, cube your current crit in decimal form and that's the benefit hot streak gives you... but as this is all hypothetical, that's nasty... and I don't feel like doing calculus here, hence the estimate. Note that for any FFB build, 3% crit for hot streak is a SERIOUS lowball... and as you gear up Hot Streak becomes more and more beneficial. Hell, if you have 40% crit, which wouldn't at all be hard for a FFB build, hot streak gives you over 6% crit...)
CoS: Curse of Shadow (+10% damage)
MI: Misery (+5% damage)
TW: Totem of Wrath (+3% crit)
WA: Wrath of Air Totem (estimated +2% damage, note that's a very odd estimate, and a definite underball... but I didn't want to completely count it out... and as they haven't put it new ranks of WoA and we don't know relative spelldamage values... basically don't bitch and let's just call it +2% for the sake of easier math)
Specific (may not always affect FFB):
IS: Improved Scorch (+15% fire damage)
WC: Winter's Chill (+10% frost crit)
FW: Frozen Rune Weapon (+10% frost damage)
Okay... that's all the talents and debuffs I can think of that could affect FFB. First and foremost, we're ignoring resists for this math. Second, note that I'm leaving crit as a variable... between 0/30/41, 0/33/38, and 47/10/14 type builds, crit will change. A lot. Third, note that all things above marked as "normalized" are calculated last, even after crit. "Normalized" talents and abilities can't be factored in the same way as talents like Fire Power, since their affect is one that's averaged. A fire mage will actually gain more than +20% damage when Molten Fury is active, since crit modifiers are >2.0... he WILL gain +20% DPS, but DPS and damage scaling are different things. Again, I understand that this isn't perfect, but it's the best I can do without breaking out my old calculus book and flipping to the last few chapters. Oh and one last note, when I say "magic number", it's the product of all the non-normalized damage-boosting talents. For instance, everything in the first calculation between Fire Power and Frozen Rune Weapon multiplies to the magic number, 1.824570005.
So, the high hopes (assuming all talents, buffs, debuffs, etc affect FFB regardless of what damage type is dealt), AND assuming that FFB has a 0.8143 coefficient:
0/33/38:
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.05 AW * 1.1 CoS * 1.05 MI * 1.02 WA * 1.15 IS * 1.1 FW ] * [ 2.8 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW + 0.05 CB ] } * 1.04 * 1.02
(Magic Number: 1.824570005)
Simplified:
( 1510 + 1.5761 * X ) * [ 1 + 2.8 * ( C + .2864 )
0/30/41:
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.05 AW * 1.1 CoS * 1.05 MI * 1.02 WA * 1.15 IS * 1.1 FW ] * [ 2.8 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW ] } * 1.02
(Magic Number: 1.824570005)
Simplified:
( 1452 + 1.5155 * X ) * [ 1 + 2.8 * ( C + .2244 ) ]
47/10/14 (assuming you're leeching IS and WC):
{ [ ( 780 + 0.8143 * X ) * 1.06 PI * 1.03 AI * 1.025 AP * 1.03 MM * 1.1 CoS * 1.05 MI * 1.02 WA * 1.15 IS * 1.1 FW ] * 3.15 * ( C + .03 AI + .03 ArP + 0.02 PS + 0.01 AM + 0.10 WC + 0.03 TW ) } * 1.02
(Magic Number: 1.717816863)
Simplified:
( 1367 + 1.4268 * X ) * [ 1 + 3.15 * ( C + .2244 ) ]
^^ That's REALLY shocking to me. The deep arcane build is assuming that you're leeching improved scorch AND winter's chill, but it still scales pretty poorly... but just has prettier numbers.
0/50/21 (assuming you're leeching WC):
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.03 PF * 1.1 CoS * 1.05 MI * 1.02 WA * 1.15 IS * 1.1 FW ] * [ 2.975 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW + 0.05 CB + 0.03 HS ] } * 1.04 * 1.02
(Magic Number: 1.789816291)
Simplified:
( 1481 + 1.5461* X ) * [ 1 + 2.975 * ( C + .3182) ]
Now let's assume that FFB isn't affected by all three of improved scorch, frozen rune weapon, and winter's chill. As we're talking about decent crit modifiers, FFB should always be doing frost damage given that the debuffs are all that matters. So we're basically doing all the same calculations except without improved scorch:
0/33/38:
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.05 AW * 1.1 CoS * 1.05 MI * 1.02 WA * 1.1 FW ] * [ 2.8 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW + 0.05 CB ] } * 1.04 * 1.02
(Magic Number: 1.586582613)
Simplified:
( 1313 + 1.3705 * X ) * [ 1 + 2.8 * ( C + .2864 ) ]
0/30/41:
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.05 AW * 1.1 CoS * 1.05 MI * 1.02 WA * 1.1 FW ] * [ 2.8 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW ] } * 1.02
(Magic Number: 1.586582613)
Simplified:
( 1262 + 1.3178* X ) * [ 1 + 2.8 * ( C + .2244 ) ]
47/10/14 (assuming you're leeching IS and WC):
{ [ ( 780 + 0.8143 * X ) * 1.06 PI * 1.03 AI * 1.025 AP * 1.03 MM * 1.1 CoS * 1.05 MI * 1.02 WA * 1.1 FW ] * 3.15 * ( C + .03 AI + .03 ArP + 0.02 PS + 0.01 AM + 0.10 WC + 0.03 TW ) } * 1.02
(Magic Number: 1.493753793)
Simplified:
( 1188 + 1.2407 * X ) * [ 1 + 3.15 * ( C + .2244 ) ]
0/50/21 (assuming you're leeching WC):
{ [ ( 780 + 0.8143 * X ) * 1.1 FP * 1.06 PI * 1.03 PF * 1.1 CoS * 1.05 MI * 1.02 WA * 1.1 FW ] * [ 2.975 * ( C + 0.03 PY + 0.06 CM + 0.10 WC + 0.03 TW + 0.05 CB + 0.03 HS ] } * 1.04 * 1.02
(Magic Number: 1.556361992)
Simplified:
( 1288 + 1.3444* X ) * [ 1 + 2.975 * ( C + .3182) ]
Okay, now here's how you should use these numbers: assume a level of crit from gear, plug that in for C. Ignore the modified base damage and multiply it out, and you'll get the realistic coefficient... OR keep the modified base damage, plug in a level of spelldamage for X, and you'll get the average damage of a frostfire bolt. Then divide that number by 3 and you'll get expected DPS.
As a pre-emptive warning: these numbers are NOT PERFECT! If you disagree with any of my methodology, any of my assumptions, or any of my estimates, please do so in a kind manner!